﻿<?xml version="1.0"?>
<doc>
	<assembly>
		<name>UnityEngine</name>
	</assembly>
	<members>
		<member name="T:UnityEngine.TouchScreenKeyboardType">
			<summary>Describes the type of keyboard.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleRequest">
			<summary>Asynchronous load request from an AssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.JointProjectionMode">
			<summary>Determines how to snap physics joints back to its constrained position when it drifts off too much.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaException">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.TouchScreenKeyboard">
			<summary>Interface into the native iPhone and Android on-screen keyboards - it is not available on other platforms.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleRequest.asset">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.text">
			<summary>Returns the text displayed by the input field of the keyboard.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundle">
			<summary>AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaProxy">
			<summary>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</summary>
		</member>
		<member name="T:UnityEngine.JointDrive">
			<summary>How the joint's movement will behave along its local X axis.</summary>
		</member>
		<member name="F:UnityEngine.AndroidJavaProxy.javaInterface">
			<summary>Java interface implemented by the proxy.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundle.mainAsset">
			<summary>Main asset that was supplied when building the asset bundle (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.hideInput">
			<summary>Will text input field above the keyboard be hidden when the keyboard is on screen?</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,System.Object[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,UnityEngine.AndroidJavaObject[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromMemory(System.Byte[])">
			<summary>Asynchronously create an AssetBundle from a memory region.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.mode">
			<summary>Whether the drive should attempt to reach position, velocity, both or nothing.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromMemoryImmediate(System.Byte[])">
			<summary>Synchronously create an AssetBundle from a memory region.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaObject">
			<summary>AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.active">
			<summary>Is the keyboard visible or sliding into the position on the screen?</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.positionSpring">
			<summary>Strength of a rubber-band pull toward the defined direction. Only used if mode includes Position.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.done">
			<summary>Specifies if input process was finished. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.CreateFromFile(System.String)">
			<summary>Loads an asset bundle from a disk.</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.positionDamper">
			<summary>Resistance strength against the Position Spring. Only used if mode includes Position.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Dispose(System.Boolean)">
			<summary>IDisposable callback.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Dispose()">
			<summary>IDisposable callback.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled">
			<summary>Specifies if input process was canceled. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.JointDrive.maximumForce">
			<summary>Amount of force applied to push the object toward the defined direction.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Contains(System.String)">
			<summary>Check if an AssetBundle contains a specific object.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.area">
			<summary>Returns portion of the screen which is covered by the keyboard.</summary>
		</member>
		<member name="T:UnityEngine.CharacterJoint">
			<summary>Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
			<summary>Calls a Java method on an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Load(System.String)">
			<summary>Loads object with name from the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Load(System.String,System.Type)">
			<summary>Loads object with name from the bundle.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.visible">
			<summary>Returns true whenever any keyboard is completely visible on the screen.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swingAxis">
			<summary>The secondary axis around which the joint can rotate.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
			<summary>Call a static Java method on a class.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.lowTwistLimit">
			<summary>The lower limit around the primary axis of the character joint.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Get(System.String)">
			<summary>Get the value of a field in an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAsync(System.String,System.Type)">
			<summary>Asynchronously loads object with name of a given type from the bundle.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.highTwistLimit">
			<summary>The upper limit around the primary axis of the character joint.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Set(System.String,FieldType)">
			<summary>Set the value of a field in an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAll(System.Type)">
			<summary>Loads all objects contained in the asset bundle that inherit from type.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.LoadAll()">
			<summary>Loads all objects contained in the asset bundle that inherit from type.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="M:UnityEngine.AssetBundle.Unload(System.Boolean)">
			<summary>Unloads all assets in the bundle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetStatic(System.String)">
			<summary>Get the value of a static field in an object type.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.SetStatic(System.String,FieldType)">
			<summary>Set the value of a static field in an object type.</summary>
		</member>
		<member name="T:UnityEngine.HideFlags">
			<summary>Bit mask that controls object destruction and visibility in inspectors.</summary>
		</member>
		<member name="T:UnityEngine.iPhoneGeneration">
			<summary>iPhone device generation.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swing1Limit">
			<summary>The limit around the primary axis of the character joint.</summary>
		</member>
		<member name="P:UnityEngine.CharacterJoint.swing2Limit">
			<summary>The limit around the primary axis of the character joint.</summary>
		</member>
		<member name="T:UnityEngine.SendMessageOptions">
			<summary>Options for how to send a message.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone">
			<summary>First generation device.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetRawObject()">
			<summary>Retrieve the raw jobject pointer to the Java object.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone3G">
			<summary>Second generation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.GetRawClass()">
			<summary>Retrieve the raw jclass pointer to the Java class.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone3GS">
			<summary>Third generation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.Call(System.String,System.Object[])">
			<summary>Calls a Java method on an object (non-static).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaObject.CallStatic(System.String,System.Object[])">
			<summary>Call a static Java method on a class.</summary>
		</member>
		<member name="T:UnityEngine.PrimitiveType">
			<summary>The various primitives that can be created using the GameObject.CreatePrimitive function.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaClass">
			<summary>AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch1Gen">
			<summary>iPod Touch, first generation.</summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJointMotion">
			<summary>Constrains movement for a ConfigurableJoint along the 6 axes.</summary>
		</member>
		<member name="T:UnityEngine.Space">
			<summary>The coordinate space in which to operate.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch2Gen">
			<summary>iPod Touch, second generation.</summary>
		</member>
		<member name="T:UnityEngine.RotationDriveMode">
			<summary>Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch3Gen">
			<summary>iPod Touch, third generation.</summary>
		</member>
		<member name="T:UnityEngine.LayerMask">
			<summary>LayerMask allow you to display the LayerMask popup menu in the inspector.</summary>
		</member>
		<member name="T:UnityEngine.ThreadSafeAttribute">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJoint">
			<summary>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</summary>
		</member>
		<member name="T:UnityEngine.AssemblyIsEditorAssembly">
			<summary>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad1Gen">
			<summary>iPad, first generation.</summary>
		</member>
		<member name="P:UnityEngine.LayerMask.value">
			<summary>Converts a layer mask value to an integer value.</summary>
		</member>
		<member name="T:UnityEngine.FilterMode">
			<summary>Filtering mode for textures. Corresponds to the settings in a texture inspector.</summary>
		</member>
		<member name="T:UnityEngine.TextureWrapMode">
			<summary>Wrap mode for textures.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone4">
			<summary>Fourth generation.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)">
			<summary>Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.secondaryAxis">
			<summary>The joint's secondary axis.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch4Gen">
			<summary>iPod Touch, fourth generation.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.NameToLayer(System.String)">
			<summary>Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.xMotion">
			<summary>Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="T:UnityEngine.NPOTSupport">
			<summary>NPOT textures support.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.yMotion">
			<summary>Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad2Gen">
			<summary>iPad, second generation.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.GetMask(System.String[])">
			<summary>Given a set of layer names as defined by either a Builtin or a User Layer in the Tag Manager, returns the equivalent layer mask for all of them.</summary>
		</member>
		<member name="T:UnityEngine.TextureFormat">
			<summary>Format of a texture. Used when creating textures from scripts.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone4S">
			<summary>Fifth generation.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.zMotion">
			<summary>Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit.</summary>
		</member>
		<member name="T:UnityEngine.RuntimePlatform">
			<summary>The platform application is running. Returned by Application.platform.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad3Gen">
			<summary>iPad, third generation.</summary>
		</member>
		<member name="T:UnityEngine.CubemapFace">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5">
			<summary>iPhone5.</summary>
		</member>
		<member name="T:UnityEngine.SystemLanguage">
			<summary>The language the user's operating system is running in. Returned by Application.systemLanguage.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularXMotion">
			<summary>Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit.</summary>
		</member>
		<member name="T:UnityEngine.RenderTextureFormat">
			<summary>Format of a RenderTexture.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch5Gen">
			<summary>iPod Touch, fifth generation.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYMotion">
			<summary>Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit.</summary>
		</member>
		<member name="T:UnityEngine.RenderTextureReadWrite">
			<summary>Read write mode of a RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularZMotion">
			<summary>Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit.</summary>
		</member>
		<member name="T:UnityEngine.LogType">
			<summary>The type of the log message in the delegate registered with Application.RegisterLogCallback.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadMini1Gen">
			<summary>iPadMini, first generation.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad4Gen">
			<summary>iPad, fourth generation.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.linearLimit">
			<summary>Boundary defining movement restriction, based on distance from the joint's origin.</summary>
		</member>
		<member name="F:UnityEngine.RenderTextureReadWrite.sRGB">
			<summary>sRGB reads and writes to this render texture.</summary>
		</member>
		<member name="T:UnityEngine.DeviceType">
			<summary>Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.lowAngularXLimit">
			<summary>Boundary defining lower rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5C">
			<summary>iPhone 5C.</summary>
		</member>
		<member name="T:UnityEngine.SystemInfo">
			<summary>Access system information.</summary>
		</member>
		<member name="T:UnityEngine.ImplementedInActionScriptAttribute">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.highAngularXLimit">
			<summary>Boundary defining upper rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5S">
			<summary>iPhone 5S.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYLimit">
			<summary>Boundary defining rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.operatingSystem">
			<summary>Operating system name with version (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad5Gen">
			<summary>iPad Air (fifth generation).</summary>
		</member>
		<member name="T:UnityEngine.Social">
			<summary>Generic access to the Social API.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorType">
			<summary>Processor name (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadMini2Gen">
			<summary>iPadMini Retina (second generation).</summary>
		</member>
		<member name="P:UnityEngine.Social.localUser">
			<summary>The local user (potentially not logged in).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularZLimit">
			<summary>Boundary defining rotation restriction, based on delta from original rotation.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1<UnityEngine.SocialPlatforms.IUserProfile[]>)">
			<summary>Load the user profiles accociated with the given array of user IDs.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorCount">
			<summary>Number of processors present (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhoneUnknown">
			<summary>Yet unknown iPhone.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetPosition">
			<summary>The desired position that the joint should move into.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadUnknown">
			<summary>Yet unknown iPad.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetVelocity">
			<summary>The desired velocity that the joint should move along.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1<System.Boolean>)">
			<summary>Reports the progress of an achievement.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouchUnknown">
			<summary>Yet unknown iPodTouch.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.xDrive">
			<summary>Definition of how the joint's movement will behave along its local X axis.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.systemMemorySize">
			<summary>Amount of system memory present (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.Event">
			<summary>A UnityGUI event.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.yDrive">
			<summary>Definition of how the joint's movement will behave along its local Y axis.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1<UnityEngine.SocialPlatforms.IAchievementDescription[]>)">
			<summary>Loads the achievement descriptions accociated with this application.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsMemorySize">
			<summary>Amount of video memory present (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1<UnityEngine.SocialPlatforms.IAchievement[]>)">
			<summary>Load the achievements the logged in user has already achieved or reported progress on.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.zDrive">
			<summary>Definition of how the joint's movement will behave along its local Z axis.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1<System.Boolean>)">
			<summary>Report a score to a specific leaderboard.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceName">
			<summary>The name of the graphics device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetRotation">
			<summary>This is a Quaternion. It defines the desired rotation that the joint should rotate into.</summary>
		</member>
		<member name="T:UnityEngine.KeyCode">
			<summary>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor">
			<summary>The vendor of the graphics device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.targetAngularVelocity">
			<summary>This is a Vector3. It defines the desired angular velocity that the joint should rotate into.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1<UnityEngine.SocialPlatforms.IScore[]>)">
			<summary>Load a default set of scores from the given leaderboard.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceID">
			<summary>The identifier code of the graphics device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateLeaderboard()">
			<summary>Create an ILeaderboard instance.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.rotationDriveMode">
			<summary>Control the object's rotation with either X &amp; YZ or Slerp Drive by itself.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularXDrive">
			<summary>Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing &amp; Twist.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID">
			<summary>The identifier code of the graphics device vendor (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateAchievement()">
			<summary>Create an IAchievement instance.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.angularYZDrive">
			<summary>Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing &amp; Twist.</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowAchievementsUI()">
			<summary>Show a default/system view of the games achievements.</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowLeaderboardUI()">
			<summary>Show a default/system view of the games leaderboards.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion">
			<summary>The graphics API version supported by the graphics device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.slerpDrive">
			<summary>Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsShaderLevel">
			<summary>Graphics device shader capability level (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionMode">
			<summary>Properties to track to snap the object back to its constrained position when it drifts off too much.</summary>
		</member>
		<member name="T:UnityEngine.PropertyAttribute">
			<summary>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsPixelFillrate">
			<summary>Approximate pixel fill-rate of the graphics device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionDistance">
			<summary>Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenuItemAttribute">
			<summary>Use this attribute to add a context menu to a field that calls a  named method.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsShadows">
			<summary>Are built-in shadows supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.EventType">
			<summary>Types of UnityGUI input and processing events.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.projectionAngle">
			<summary>Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position.</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.name">
			<summary>The name of the context menu item.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderTextures">
			<summary>Are render textures supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.configuredInWorldSpace">
			<summary>If enabled, all Target values will be calculated in world space instead of the object's local space.</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.function">
			<summary>The name of the function that should be called.</summary>
		</member>
		<member name="P:UnityEngine.ConfigurableJoint.swapBodies">
			<summary>If enabled, the two connected rigidbodies will be swapped, as if the joint was attached to the other body.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap">
			<summary>Are cubemap render textures supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.EventModifiers">
			<summary>Types of modifier key that can be active during a keystroke event.</summary>
		</member>
		<member name="T:UnityEngine.TooltipAttribute">
			<summary>Specify a tooltip for a field.</summary>
		</member>
		<member name="T:UnityEngine.Gizmos">
			<summary>Gizmos are used to give visual debugging or setup aids in the scene view.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsImageEffects">
			<summary>Are image effects supported? (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.TooltipAttribute.tooltip">
			<summary>The tooltip text.</summary>
		</member>
		<member name="P:UnityEngine.Gizmos.color">
			<summary>Sets the color for the gizmos that will be drawn next.</summary>
		</member>
		<member name="P:UnityEngine.Gizmos.matrix">
			<summary>Set the gizmo matrix used to draw all gizmos.</summary>
		</member>
		<member name="T:UnityEngine.ConstantForce">
			<summary>A force applied constantly.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supports3DTextures">
			<summary>Are 3D (volume) textures supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.SpaceAttribute">
			<summary>Use this PropertyAttribute to add some spacing in the Inspector.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Ray)">
			<summary>Draws a ray starting at from to from + direction.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a ray starting at from to from + direction.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsComputeShaders">
			<summary>Are compute shaders supported? (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.SpaceAttribute.height">
			<summary>The spacing in pixels.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line starting at from towards to.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.force">
			<summary>The force applied to the rigidbody every frame.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsInstancing">
			<summary>Is GPU draw call instancing supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireSphere(UnityEngine.Vector3,System.Single)">
			<summary>Draws a wireframe sphere with center and radius.</summary>
		</member>
		<member name="T:UnityEngine.HeaderAttribute">
			<summary>Use this PropertyAttribute to add a header above some fields in the Inspector.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawSphere(UnityEngine.Vector3,System.Single)">
			<summary>Draws a solid sphere with center and radius.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsSparseTextures">
			<summary>Are sparse textures supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.relativeForce">
			<summary>The force - relative to the rigid bodies coordinate system - applied every frame.</summary>
		</member>
		<member name="F:UnityEngine.HeaderAttribute.header">
			<summary>The header text.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.torque">
			<summary>The torque applied to the rigidbody every frame.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawWireCube(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draw a wireframe box with center and size.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount">
			<summary>How many simultaneous render targets (MRTs) are supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawCube(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draw a solid box with center and size.</summary>
		</member>
		<member name="P:UnityEngine.ConstantForce.relativeTorque">
			<summary>The torque - relative to the rigid bodies coordinate system - applied every frame.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String,System.Boolean)">
			<summary>Draw an icon at a position in the scene view.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawIcon(UnityEngine.Vector3,System.String)">
			<summary>Draw an icon at a position in the scene view.</summary>
		</member>
		<member name="T:UnityEngine.RangeAttribute">
			<summary>Attribute used to make a float or int variable in a script be restricted to a specific range.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsStencil">
			<summary>Is the stencil buffer supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode">
			<summary>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawGUITexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in the scene.</summary>
		</member>
		<member name="F:UnityEngine.RangeAttribute.min">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.npotSupport">
			<summary>What NPOT (ie, non-power of two resolution) support does the GPU provide? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.Collider">
			<summary>A base class of all colliders.</summary>
		</member>
		<member name="M:UnityEngine.Gizmos.DrawFrustum(UnityEngine.Vector3,System.Single,System.Single,System.Single,System.Single)">
			<summary>Draw a camera frustum using the currently set Gizmos.matrix for it's location and rotation.</summary>
		</member>
		<member name="F:UnityEngine.RangeAttribute.max">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Collider.enabled">
			<summary>Enabled Colliders will collide with other colliders, disabled Colliders won't.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier">
			<summary>A unique device identifier. It is guaranteed to be unique for every device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.MultilineAttribute">
			<summary>Attribute to make a string be edited with a multi-line textfield.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceName">
			<summary>The user defined name of the device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Collider.attachedRigidbody">
			<summary>The rigidbody the collider is attached to.</summary>
		</member>
		<member name="T:UnityEngine.iPhoneInput">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceModel">
			<summary>The model of the device (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.MultilineAttribute.lines">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsAccelerometer">
			<summary>Is an accelerometer available on the device?</summary>
		</member>
		<member name="T:UnityEngine.TextAreaAttribute">
			<summary>Attribute to make a string be edited with a height-flexible and scrollable text area.</summary>
		</member>
		<member name="T:UnityEngine.CalendarIdentifier">
			<summary>Specify calendar types.</summary>
		</member>
		<member name="P:UnityEngine.Collider.isTrigger">
			<summary>Is the collider a trigger?</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.minLines">
			<summary>The minimum amount of lines the text area will use.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsGyroscope">
			<summary>Is a gyroscope available on the device?</summary>
		</member>
		<member name="P:UnityEngine.Collider.material">
			<summary>The material used by the collider.</summary>
		</member>
		<member name="P:UnityEngine.Collider.sharedMaterial">
			<summary>The shared physic material of this collider.</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.maxLines">
			<summary>The maximum amount of lines the text area can show before it starts using a scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsLocationService">
			<summary>Is the device capable of reporting its location?</summary>
		</member>
		<member name="T:UnityEngine.CalendarUnit">
			<summary>Specify calendrical units.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsVibration">
			<summary>Is the device capable of providing the user haptic feedback by vibration?</summary>
		</member>
		<member name="P:UnityEngine.Collider.bounds">
			<summary>The world space bounding volume of the collider.</summary>
		</member>
		<member name="T:UnityEngine.Security">
			<summary>Webplayer security related class.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceType">
			<summary>Returns the kind of device the application is running on.</summary>
		</member>
		<member name="T:UnityEngine.LocalNotification">
			<summary>LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)">
			<summary>The closest point to the bounding box of the attached collider.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.maxTextureSize">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.fireDate">
			<summary>The date and time when the system should deliver the notification.</summary>
		</member>
		<member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a Ray that ignores all Colliders except this one.</summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider">
			<summary>A box-shaped primitive collider.</summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)">
			<summary>Is render texture format supported?</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.timeZone">
			<summary>The time zone of the notification's fire date.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.center">
			<summary>The center of the box, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.repeatInterval">
			<summary>The calendar interval at which to reschedule the notification.</summary>
		</member>
		<member name="M:UnityEngine.Security.GetChainOfTrustValue(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.repeatCalendar">
			<summary>The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification.</summary>
		</member>
		<member name="T:UnityEngine.Types">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.size">
			<summary>The size of the box, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertBody">
			<summary>The message displayed in the notification alert.</summary>
		</member>
		<member name="T:UnityEngine.WaitForSeconds">
			<summary>Suspends the coroutine execution for the given amount of seconds.</summary>
		</member>
		<member name="M:UnityEngine.Types.GetType(System.String,System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.SphereCollider">
			<summary>A sphere-shaped primitive collider.</summary>
		</member>
		<member name="T:UnityEngine.WaitForFixedUpdate">
			<summary>Waits until next fixed frame rate update function. See Also: FixedUpdate.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertAction">
			<summary>The title of the action button or slider.</summary>
		</member>
		<member name="T:UnityEngine.SelectionBaseAttribute">
			<summary>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</summary>
		</member>
		<member name="T:UnityEngine.WaitForEndOfFrame">
			<summary>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.center">
			<summary>The center of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="T:UnityEngine.StackTraceUtility">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.hasAction">
			<summary>A boolean value that controls whether the alert action is visible or not.</summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.radius">
			<summary>The radius of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="T:UnityEngine.Coroutine">
			<summary>MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions.</summary>
		</member>
		<member name="M:UnityEngine.StackTraceUtility.ExtractStackTrace()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertLaunchImage">
			<summary>Identifies the image used as the launch image when the user taps the action button.</summary>
		</member>
		<member name="T:UnityEngine.DisallowMultipleComponent">
			<summary>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</summary>
		</member>
		<member name="T:UnityEngine.MeshCollider">
			<summary>A mesh collider allows you to do collision detection between meshes and primitives.</summary>
		</member>
		<member name="M:UnityEngine.StackTraceUtility.ExtractStringFromException(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.applicationIconBadgeNumber">
			<summary>The number to display as the application's icon badge.</summary>
		</member>
		<member name="T:UnityEngine.RequireComponent">
			<summary>The RequireComponent attribute lets automatically add required component as a dependency.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.sharedMesh">
			<summary>The mesh object used for collision detection.</summary>
		</member>
		<member name="T:UnityEngine.UnityException">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.soundName">
			<summary>The name of the sound file to play when an alert is displayed.</summary>
		</member>
		<member name="T:UnityEngine.AddComponentMenu">
			<summary>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.convex">
			<summary>Use a convex collider from the mesh.</summary>
		</member>
		<member name="T:UnityEngine.MissingComponentException">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.smoothSphereCollisions">
			<summary>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.defaultSoundName">
			<summary>The default system sound. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.UnassignedReferenceException">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.CapsuleCollider">
			<summary>A capsule-shaped primitive collider.</summary>
		</member>
		<member name="P:UnityEngine.AddComponentMenu.componentOrder">
			<summary>The order of the component in the component menu (lower is higher to the top).</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.userInfo">
			<summary>A dictionary for passing custom information to the notified application.</summary>
		</member>
		<member name="T:UnityEngine.MissingReferenceException">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.center">
			<summary>The center of the capsule, measured in the object's local space.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenu">
			<summary>The ContextMenu attribute allows you to add commands to the context menu.</summary>
		</member>
		<member name="T:UnityEngine.RemoteNotification">
			<summary>RemoteNotification is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.radius">
			<summary>The radius of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.height">
			<summary>The height of the capsule meased in the object's local space.</summary>
		</member>
		<member name="T:UnityEngine.TextEditor">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.alertBody">
			<summary>The message displayed in the notification alert. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.ExecuteInEditMode">
			<summary>Makes a script execute in edit mode.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.hasAction">
			<summary>A boolean value that controls whether the alert action is visible or not. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.direction">
			<summary>The direction of the capsule.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.pos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.applicationIconBadgeNumber">
			<summary>The number to display as the application's icon badge. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.HideInInspector">
			<summary>Makes a variable not show up in the inspector but be serialized.</summary>
		</member>
		<member name="T:UnityEngine.WheelFrictionCurve">
			<summary>WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.selectPos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.soundName">
			<summary>The name of the sound file to play when an alert is displayed. (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.controlID">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumSlip">
			<summary>Extremum point slip (default 1).</summary>
		</member>
		<member name="T:UnityEngine.ScriptableObject">
			<summary>A class you can derive from if you want to create objects that don't need to be attached to game objects.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.userInfo">
			<summary>A dictionary for passing custom information to the notified application. (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.content">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumValue">
			<summary>Force at the extremum slip (default 20000).</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance()">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.style">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip">
			<summary>Asymptote point slip (default 2).</summary>
		</member>
		<member name="T:UnityEngine.RemoteNotificationType">
			<summary>Specify remote notification types.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue">
			<summary>Force at the asymptote slip (default 10000).</summary>
		</member>
		<member name="T:UnityEngine.Resources">
			<summary>The Resources class allows you to find and access Objects including assets.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.position">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.TextEditor.multiline">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.NotificationServices">
			<summary>NotificationServices is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.stiffness">
			<summary>Multiplier for the extremumValue and asymptoteValue values (default 1).</summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.hasHorizontalCursorPos">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll()">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.localNotificationCount">
			<summary>The number of received local notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.isPasswordField">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.WheelHit">
			<summary>Contact information for the wheel, reported by WheelCollider.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String,System.Type)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.scrollOffset">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.localNotifications">
			<summary>The list of objects representing received local notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.collider">
			<summary>The other Collider the wheel is hitting.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.graphicalCursorPos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.scheduledLocalNotifications">
			<summary>All currently scheduled local notifications.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String,System.Type)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.point">
			<summary>The point of contact between the wheel and the ground.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.graphicalSelectCursorPos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.remoteNotificationCount">
			<summary>The number of received remote notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)">
			<summary>Unloads assetToUnload from memory.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.normal">
			<summary>The normal at the point of contact.</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadUnusedAssets()">
			<summary>Unloads assets that are not used.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.remoteNotifications">
			<summary>The list of objects representing received remote notifications. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.TextEditor.hasSelection">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardDir">
			<summary>The direction the wheel is pointing in.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysDir">
			<summary>The sideways direction of the wheel.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.enabledRemoteNotificationTypes">
			<summary>The types of notifications the application accepts.</summary>
		</member>
		<member name="T:UnityEngine.ThreadPriority">
			<summary>Priority of a thread.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.OnFocus()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.OnLostFocus()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.deviceToken">
			<summary>Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.force">
			<summary>The magnitude of the force being applied for the contact.</summary>
		</member>
		<member name="T:UnityEngine.Profiler">
			<summary>Controls the Profiler from script.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.HandleKeyEvent(UnityEngine.Event)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.registrationError">
			<summary>Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardSlip">
			<summary>Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.</summary>
		</member>
		<member name="P:UnityEngine.Profiler.logFile">
			<summary>Sets profiler output file in built players.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteLineBack()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysSlip">
			<summary>Tire slip in the sideways direction.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteWordBack()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Profiler.enableBinaryLog">
			<summary>Sets profiler output file in built players.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.GetLocalNotification(System.Int32)">
			<summary>Returns an object representing a specific local notification. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Profiler.enabled">
			<summary>Enables the Profiler.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ScheduleLocalNotification(UnityEngine.LocalNotification)">
			<summary>Schedules a local notification.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteWordForward()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.WheelCollider">
			<summary>A special collider for vehicle wheels.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.PresentLocalNotificationNow(UnityEngine.LocalNotification)">
			<summary>Presents a local notification immediately.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.center">
			<summary>The center of the wheel, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Delete()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Profiler.usedHeapSize">
			<summary>Heap size used by the program.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.radius">
			<summary>The radius of the wheel, measured in local space.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.CancelLocalNotification(UnityEngine.LocalNotification)">
			<summary>Cancels the delivery of the specified scheduled local notification.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.CanPaste()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Profiler.AddFramesFromFile(System.String)">
			<summary>Displays the recorded profiledata in the profiler.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.CancelAllLocalNotifications()">
			<summary>Cancels the delivery of all scheduled local notifications.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionDistance">
			<summary>Maximum extension distance of wheel suspension, measured in local space.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.BeginSample(System.String)">
			<summary>Begin profiling a piece of code with a custom label.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionSpring">
			<summary>The parameters of wheel's suspension. The suspension attempts to reach a target position.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.BeginSample(System.String,UnityEngine.Object)">
			<summary>Begin profiling a piece of code with a custom label.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Backspace()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.GetRemoteNotification(System.Int32)">
			<summary>Returns an object representing a specific remote notification. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.mass">
			<summary>The mass of the wheel. Must be larger than zero.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.EndSample()">
			<summary>End profiling a piece of code with a custom label.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectAll()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ClearLocalNotifications()">
			<summary>Discards of all received local notifications.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectNone()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetRuntimeMemorySize(UnityEngine.Object)">
			<summary>Returns the runtime memory usage of the resource.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.forwardFriction">
			<summary>Properties of tire friction in the direction the wheel is pointing in.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetMonoHeapSize()">
			<summary>Returns the size of the mono heap.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ClearRemoteNotifications()">
			<summary>Discards of all received remote notifications.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteSelection()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.sidewaysFriction">
			<summary>Properties of tire friction in the sideways direction.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetMonoUsedSize()">
			<summary>Returns the used size from mono.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.RegisterForRemoteNotificationTypes(UnityEngine.RemoteNotificationType)">
			<summary>Register to receive remote notifications of the specified types from a provider via Apple Push Service.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.motorTorque">
			<summary>Motor torque on the wheel axle. Positive or negative depending on direction.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.UnregisterForRemoteNotifications()">
			<summary>Unregister for remote notifications.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetTotalAllocatedMemory()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ReplaceSelection(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.brakeTorque">
			<summary>Brake torque. Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetTotalUnusedReservedMemory()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.LightProbeGroup">
			<summary>Light Probe Group.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Insert(System.Char)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Profiler.GetTotalReservedMemory()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.steerAngle">
			<summary>Steering angle in degrees, always around the local y-axis.</summary>
		</member>
		<member name="P:UnityEngine.LightProbeGroup.probePositions">
			<summary>Editor only function to access and modify probe positions.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.isGrounded">
			<summary>Indicates whether the wheel currently collides with something (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.CrashReport">
			<summary>Holds data for a single application crash event and provides access to all gathered crash reports.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveSelectionToAltCursor()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.rpm">
			<summary>Current wheel axle rotation speed, in rotations per minute (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.Vector2">
			<summary>Representation of 2D vectors and points.</summary>
		</member>
		<member name="F:UnityEngine.CrashReport.time">
			<summary>Time, when the crash occured.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveRight()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.CrashReport.text">
			<summary>Crash report data as formatted text.</summary>
		</member>
		<member name="M:UnityEngine.WheelCollider.GetGroundHit(UnityEngine.WheelHit&)">
			<summary>Gets ground collision data for the wheel.</summary>
		</member>
		<member name="F:UnityEngine.Vector2.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.CrashReport.reports">
			<summary>Returns all currently available reports in a new array.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLeft()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Vector2.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit">
			<summary>Structure used to get information back from a raycast.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveUp()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.CrashReport.lastReport">
			<summary>Returns last crash report, or null if no reports are available.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.point">
			<summary>The impact point in world space where the ray hit the collider.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveDown()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.CrashReport.RemoveAll()">
			<summary>Remove all reports from available reports list.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.CrashReport.Remove()">
			<summary>Remove report from available reports list.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLineStart()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.normal">
			<summary>The normal of the surface the ray hit.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.CursorMode">
			<summary>How should the custom cursor be rendered.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLineEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.barycentricCoordinate">
			<summary>The barycentric coordinate of the triangle we hit.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.zero">
			<summary>Shorthand for writing Vector2(0, 0).</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.distance">
			<summary>The distance from the ray's origin to the impact point.</summary>
		</member>
		<member name="T:UnityEngine.Cursor">
			<summary>Cursor API for setting the cursor that is used for rendering.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.CursorMode)">
			<summary>Change the mouse cursor to the set texture OnMouseEnter.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.triangleIndex">
			<summary>The index of the triangle that was hit.</summary>
		</member>
		<member name="P:UnityEngine.Vector2.one">
			<summary>Shorthand for writing Vector2(1, 1).</summary>
		</member>
		<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)">
			<summary>Change the mouse cursor to the set texture OnMouseEnter.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Vector2.up">
			<summary>Shorthand for writing Vector2(0, 1).</summary>
		</member>
		<member name="T:UnityEngine.LightType">
			<summary>The type of a Light.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord">
			<summary>The uv texture coordinate at the impact point.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveTextStart()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Vector2.right">
			<summary>Shorthand for writing Vector2(1, 0).</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord2">
			<summary>The secondary uv texture coordinate at the impact point.</summary>
		</member>
		<member name="T:UnityEngine.LightRenderMode">
			<summary>How the Light is rendered.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveTextEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.lightmapCoord">
			<summary>The uv lightmap coordinate at the impact point.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Set(System.Single,System.Single)">
			<summary>Set x and y components of an existing Vector2.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveParagraphForward()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Lerp(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="T:UnityEngine.LightShadows">
			<summary>Shadow casting options for a Light.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.collider">
			<summary>The Collider that was hit.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.MoveTowards(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Moves a point current towards target.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveParagraphBackward()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.rigidbody">
			<summary>The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.</summary>
		</member>
		<member name="T:UnityEngine.OcclusionArea">
			<summary>OcclusionArea is an area in which occlusion culling is performed.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.transform">
			<summary>The Transform of the rigidbody or collider that was hit.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Scale(UnityEngine.Vector2)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveCursorToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.center">
			<summary>Center of the occlusion area relative to the transform.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveAltCursorToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterialCombine">
			<summary>Describes how physic materials of colliding objects are combined.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.size">
			<summary>Size that the occlusion area will have.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.IsOverSelection(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterial">
			<summary>Physics material describes how to handle colliding objects (friction, bounciness).</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Dot(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="T:UnityEngine.OcclusionPortal">
			<summary>The portal for dynamically changing occlusion at runtime.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.dynamicFriction">
			<summary>The friction used when already moving.  This value has to be between 0 and 1.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Angle(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns the angle in degrees between from and to.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.staticFriction">
			<summary>The friction coefficient used when an object is lying on a surface.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionPortal.open">
			<summary>Gets / sets the portal's open state.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.Distance(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.bounciness">
			<summary>How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.</summary>
		</member>
		<member name="T:UnityEngine.FogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectLeft()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.frictionDirection2">
			<summary>The direction of anisotropy. Anisotropic friction is enabled if the vector is not zero.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.ClampMagnitude(UnityEngine.Vector2,System.Single)">
			<summary>Returns a copy of vector with its magnitude clamped to maxLength.</summary>
		</member>
		<member name="T:UnityEngine.RenderSettings">
			<summary>The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectRight()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.SqrMagnitude(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.dynamicFriction2">
			<summary>If anisotropic friction is enabled, dynamicFriction2 will be applied along frictionDirection2.</summary>
		</member>
		<member name="M:UnityEngine.Vector2.SqrMagnitude()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.staticFriction2">
			<summary>If anisotropic friction is enabled, staticFriction2 will be applied along frictionDirection2.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectUp()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Min(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fog">
			<summary>Is fog enabled?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectDown()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector2.Max(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.frictionCombine">
			<summary>Determines how the friction is combined.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogColor">
			<summary>The color of the fog.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectTextEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.PhysicMaterial.bounceCombine">
			<summary>Determines how the bounciness is combined.</summary>
		</member>
		<member name="T:UnityEngine.Vector3">
			<summary>Representation of 3D vectors and points.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectTextStart()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogDensity">
			<summary>The density of the exponential fog.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint">
			<summary>Describes a contact point where the collision occurs.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogStartDistance">
			<summary>The starting distance of linear fog.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MouseDragSelectsWholeWords(System.Boolean)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Vector3.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogEndDistance">
			<summary>The ending distance of linear fog.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.point">
			<summary>The point of contact.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DblClickSnap(UnityEngine.TextEditor/DblClickSnapping)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Vector3.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.normal">
			<summary>Normal of the contact point.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveWordRight()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientLight">
			<summary>Color of the scene's ambient light.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveToStartOfNextWord()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.haloStrength">
			<summary>Size of the Light halos.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.thisCollider">
			<summary>The first collider in contact.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareStrength">
			<summary>The intensity of all flares in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.otherCollider">
			<summary>The other collider in contact.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveToEndOfPreviousWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToStartOfNextWord()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareFadeSpeed">
			<summary>The fade speed of all flares in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToEndOfPreviousWord()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.skybox">
			<summary>The global skybox to use.</summary>
		</member>
		<member name="T:UnityEngine.Collision">
			<summary>Describes collision.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.zero">
			<summary>Shorthand for writing Vector3(0, 0, 0).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.FindStartOfNextWord(System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Collision.relativeVelocity">
			<summary>The relative linear velocity of the two colliding objects (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Vector3.one">
			<summary>Shorthand for writing Vector3(1, 1, 1).</summary>
		</member>
		<member name="T:UnityEngine.ShadowProjection">
			<summary>Shadow projection type for Quality Settings.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveWordLeft()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectWordRight()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Vector3.forward">
			<summary>Shorthand for writing Vector3(0, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.Collision.rigidbody">
			<summary>The Rigidbody we hit (Read Only). This is null if the object we hit is a collider with no rigidbody attached.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.back">
			<summary>Shorthand for writing Vector3(0, 0, -1).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectWordLeft()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.QualitySettings">
			<summary>Script interface for Quality Settings.</summary>
		</member>
		<member name="P:UnityEngine.Vector3.up">
			<summary>Shorthand for writing Vector3(0, 1, 0).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ExpandSelectGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Collision.collider">
			<summary>The Collider we hit (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Vector3.down">
			<summary>Shorthand for writing Vector3(0, -1, 0).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ExpandSelectGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Collision.transform">
			<summary>The Transform of the object we hit (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.names">
			<summary>The indexed list of available Quality Settings.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Vector3.left">
			<summary>Shorthand for writing Vector3(-1, 0, 0).</summary>
		</member>
		<member name="P:UnityEngine.Collision.gameObject">
			<summary>The GameObject whose collider we are colliding with. (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Vector3.right">
			<summary>Shorthand for writing Vector3(1, 0, 0).</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.pixelLightCount">
			<summary>The maximum number of pixel lights that should affect any object.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectParagraphForward()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector3.Lerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="P:UnityEngine.Collision.contacts">
			<summary>The contact points generated by the physics engine.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectParagraphBackward()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector3.Slerp(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Spherically interpolates between two vectors.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowProjection">
			<summary>Directional light shadow projection.</summary>
		</member>
		<member name="T:UnityEngine.CollisionFlags">
			<summary>CollisionFlags is a bitmask returned by CharacterController.Move.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectCurrentWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&,UnityEngine.Vector3&)">
			<summary>Makes vectors normalized and orthogonal to each other.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.OrthoNormalize(UnityEngine.Vector3&,UnityEngine.Vector3&,UnityEngine.Vector3&)">
			<summary>Makes vectors normalized and orthogonal to each other.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowCascades">
			<summary>Number of cascades to use for directional light shadows.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectCurrentParagraph()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.ControllerColliderHit">
			<summary>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.MoveTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Moves a point current in a straight line towards a target point.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowDistance">
			<summary>Shadow drawing distance.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DrawCursor(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.masterTextureLimit">
			<summary>A texture size limit applied to all textures.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.RotateTowards(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Rotates a vector current towards target.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.controller">
			<summary>The controller that hit the collider.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SaveBackup()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Undo()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.collider">
			<summary>The collider that was hit by the controller.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.SmoothDamp(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a vector towards a desired goal over time.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.anisotropicFiltering">
			<summary>Global anisotropic filtering mode.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Cut()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector3.Set(System.Single,System.Single,System.Single)">
			<summary>Set x, y and z components of an existing Vector3.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.rigidbody">
			<summary>The rigidbody that was hit by the controller.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.lodBias">
			<summary>Global multiplier for the LOD's switching distance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maximumLODLevel">
			<summary>A maximum LOD level. All LOD groups.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Copy()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.gameObject">
			<summary>The game object that was hit by the controller.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Scale(UnityEngine.Vector3)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.transform">
			<summary>The transform that was hit by the controller.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.particleRaycastBudget">
			<summary>Budget for how many ray casts can be performed per frame for approximate collision testing.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Paste()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector3.Cross(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Cross Product of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ClampPos()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.softVegetation">
			<summary>Use a two-pass shader for the vegetation in the terrain engine.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.point">
			<summary>The impact point in world space.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maxQueuedFrames">
			<summary>Maximum number of frames queued up by graphics driver.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.normal">
			<summary>The normal of the surface we collided with in world space.</summary>
		</member>
		<member name="T:UnityEngine.TextGenerationSettings">
			<summary>A struct that stores the settings for TextGeneration.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.vSyncCount">
			<summary>The VSync Count.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveDirection">
			<summary>Approximately the direction from the center of the capsule to the point we touch.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.antiAliasing">
			<summary>Set The AA Filtering option.</summary>
		</member>
		<member name="T:UnityEngine.TextGenerator">
			<summary>Class that can be used to generate text for rendering.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Reflect(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Reflects a vector off the plane defined by a normal.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveLength">
			<summary>How far the character has travelled until it hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.desiredColorSpace">
			<summary>Desired color space.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Normalize(UnityEngine.Vector3)">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.verts">
			<summary>Array of generated vertices.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characters">
			<summary>Array of generated characters.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.activeColorSpace">
			<summary>Active color space.</summary>
		</member>
		<member name="T:UnityEngine.CharacterController">
			<summary>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.blendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lines">
			<summary>Information about each generated text line.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.isGrounded">
			<summary>Was the CharacterController touching the ground during the last move?</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Dot(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.velocity">
			<summary>The current relative velocity of the Character (see notes).</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.extents">
			<summary>Extends of generated text area.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.GetQualityLevel()">
			<summary>Returns the current graphics quality level.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.rectExtents">
			<summary>Extents of the generated text in rect format.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.collisionFlags">
			<summary>What part of the capsule collided with the environment during the last CharacterController.Move call.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Project(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Projects a vector onto another vector.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.radius">
			<summary>The radius of the character's capsule.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.vertexCount">
			<summary>Number of vertices generated.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel()">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Angle(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the angle in degrees between from and to.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.height">
			<summary>The height of the character's capsule.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characterCount">
			<summary>The number of characters that have been generated.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel()">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Distance(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lineCount">
			<summary>Number of text lines generated.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.center">
			<summary>The center of the character's capsule relative to the transform's position.</summary>
		</member>
		<member name="T:UnityEngine.CameraClearFlags">
			<summary>Values for Camera.clearFlags, determining what to clear when rendering a Camera.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.ClampMagnitude(UnityEngine.Vector3,System.Single)">
			<summary>Returns a copy of vector with its magnitude clamped to maxLength.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Invalidate()">
			<summary>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.slopeLimit">
			<summary>The character controllers slope limit in degrees.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)">
			<summary>Will generate the vertices and other data for the given string with the given settings.</summary>
		</member>
		<member name="T:UnityEngine.DepthTextureMode">
			<summary>Depth texture generation mode for Camera.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Min(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetVerts(UnityEngine.UIVertex[])">
			<summary>Populate the given array with UIVertex.</summary>
		</member>
		<member name="T:UnityEngine.AnisotropicFiltering">
			<summary>Anisotropic filtering mode.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.stepOffset">
			<summary>The character controllers step offset in meters.</summary>
		</member>
		<member name="M:UnityEngine.Vector3.Max(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.detectCollisions">
			<summary>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetCharacters(UnityEngine.UICharInfo[])">
			<summary>Populate the given array with UICharInfo.</summary>
		</member>
		<member name="T:UnityEngine.BlendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="T:UnityEngine.Color">
			<summary>Representation of RGBA colors.</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)">
			<summary>Moves the character with speed.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetLines(UnityEngine.UILineInfo[])">
			<summary>Populate the given array with UILineInfo.</summary>
		</member>
		<member name="F:UnityEngine.Color.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)">
			<summary>A more complex move function taking absolute movement deltas.</summary>
		</member>
		<member name="T:UnityEngine.TextureCompressionQuality">
			<summary>Compression Quality.</summary>
		</member>
		<member name="T:UnityEngine.TrackedReference">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Color.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="T:UnityEngine.Cloth">
			<summary>Base class used to simulate cloth physics - shared by both InteractiveCloth and SkinnedCloth.</summary>
		</member>
		<member name="T:UnityEngine.MeshFilter">
			<summary>A class to access the Mesh of the mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.TrackedReference.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Color.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.bendingStiffness">
			<summary>Bending stiffness of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.TrackedReference.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.mesh">
			<summary>Returns the instantiated Mesh assigned to the mesh filter.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.stretchingStiffness">
			<summary>Stretching stiffness of the cloth.</summary>
		</member>
		<member name="F:UnityEngine.Color.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.sharedMesh">
			<summary>Returns the shared mesh of the mesh filter.</summary>
		</member>
		<member name="T:UnityEngine.WWW">
			<summary>Simple access to web pages.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.damping">
			<summary>Damp cloth motion.</summary>
		</member>
		<member name="P:UnityEngine.Color.red">
			<summary>Solid red. RGBA is (1, 0, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.Color.green">
			<summary>Solid green. RGBA is (0, 1, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.thickness">
			<summary>The thickness of the cloth surface.</summary>
		</member>
		<member name="T:UnityEngine.CombineInstance">
			<summary>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</summary>
		</member>
		<member name="P:UnityEngine.WWW.responseHeaders">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Color.blue">
			<summary>Solid blue. RGBA is (0, 0, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.externalAcceleration">
			<summary>A constant, external acceleration applied to the cloth.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.mesh">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WWW.text">
			<summary>Returns the contents of the fetched web page as a string (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Color.white">
			<summary>Solid white. RGBA is (1, 1, 1, 1).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.randomAcceleration">
			<summary>A random, external acceleration applied to the cloth.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.subMeshIndex">
			<summary>Submesh index of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytes">
			<summary>Returns the contents of the fetched web page as a byte array (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.useGravity">
			<summary>Should gravity affect the cloth simulation?</summary>
		</member>
		<member name="P:UnityEngine.Color.black">
			<summary>Solid black. RGBA is (0, 0, 0, 1).</summary>
		</member>
		<member name="P:UnityEngine.Cloth.selfCollision">
			<summary>Will the cloth collide with itself?</summary>
		</member>
		<member name="P:UnityEngine.WWW.error">
			<summary>Returns an error message if there was an error during the download (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.transform">
			<summary>Matrix to transform the mesh with before combining.</summary>
		</member>
		<member name="P:UnityEngine.Color.yellow">
			<summary>Yellow. RGBA is (1, 0.92, 0.016, 1), but the color is nice to look at!</summary>
		</member>
		<member name="P:UnityEngine.Cloth.enabled">
			<summary>Is this cloth enabled?</summary>
		</member>
		<member name="P:UnityEngine.WWW.texture">
			<summary>Returns a Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Color.cyan">
			<summary>Cyan. RGBA is (0, 1, 1, 1).</summary>
		</member>
		<member name="T:UnityEngine.MeshTopology">
			<summary>Topology of Mesh faces.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.vertices">
			<summary>The current vertex positions of the cloth object.</summary>
		</member>
		<member name="P:UnityEngine.WWW.textureNonReadable">
			<summary>Returns a non-readable Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Color.magenta">
			<summary>Magenta. RGBA is (1, 0, 1, 1).</summary>
		</member>
		<member name="T:UnityEngine.Mesh">
			<summary>A class that allows creating or modifying meshes from scripts.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.normals">
			<summary>The current normals of the cloth object.</summary>
		</member>
		<member name="P:UnityEngine.WWW.audioClip">
			<summary>Returns a AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Color.gray">
			<summary>Gray. RGBA is (0.5, 0.5, 0.5, 1).</summary>
		</member>
		<member name="P:UnityEngine.Mesh.isReadable">
			<summary>Returns state of the Read/Write Enabled checkbox when model was imported.</summary>
		</member>
		<member name="P:UnityEngine.Color.grey">
			<summary>English spelling for gray. RGBA is the same (0.5, 0.5, 0.5, 1).</summary>
		</member>
		<member name="P:UnityEngine.WWW.movie">
			<summary>Returns a MovieTexture generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertices">
			<summary>Returns a copy of the vertex positions or assigns a new vertex positions array.</summary>
		</member>
		<member name="T:UnityEngine.InteractiveCloth">
			<summary>The InteractiveCloth component is used to simulate objects with cloth physics.</summary>
		</member>
		<member name="P:UnityEngine.WWW.isDone">
			<summary>Is the download already finished? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Color.clear">
			<summary>Completely transparent. RGBA is (0, 0, 0, 0).</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.mesh">
			<summary>The mesh used as base for the cloth object.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.normals">
			<summary>The normals of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.WWW.progress">
			<summary>How far has the download progressed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Color.grayscale">
			<summary>The grayscale value of the color. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Mesh.tangents">
			<summary>The tangents of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.friction">
			<summary>The friction of the cloth.</summary>
		</member>
		<member name="P:UnityEngine.Color.linear">
			<summary>A version of the color that has had the inverse gamma curve applied.</summary>
		</member>
		<member name="P:UnityEngine.WWW.uploadProgress">
			<summary>How far has the upload progressed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.density">
			<summary>The density of the cloth.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv">
			<summary>The base texture coordinates of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytesDownloaded">
			<summary>The number of bytes downloaded by this WWW query (read only).</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.pressure">
			<summary>The pressure inside the cloth.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv2">
			<summary>The second texture coordinate set of the mesh, if present.</summary>
		</member>
		<member name="P:UnityEngine.Color.gamma">
			<summary>A version of the color that has had the gamma curve applied.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.collisionResponse">
			<summary>How much force will be applied to colliding rigidbodies?</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bounds">
			<summary>The bounding volume of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.WWW.url">
			<summary>The URL of this WWW request (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.tearFactor">
			<summary>How far cloth vertices need to be stretched, before the cloth will tear.</summary>
		</member>
		<member name="M:UnityEngine.Color.ToString()">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Color.ToString(System.String)">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="P:UnityEngine.WWW.assetBundle">
			<summary>Streams an AssetBundle that can contain any kind of asset from the project folder.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.attachmentTearFactor">
			<summary>How far attached rigid bodies need to be stretched, before they will tear off.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors32">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Color.Lerp(UnityEngine.Color,UnityEngine.Color,System.Single)">
			<summary>Interpolates between colors a and b by t.</summary>
		</member>
		<member name="P:UnityEngine.WWW.threadPriority">
			<summary>Priority of AssetBundle decompression thread.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.attachmentResponse">
			<summary>How much force will be applied to attached rigidbodies?</summary>
		</member>
		<member name="P:UnityEngine.Mesh.triangles">
			<summary>An array containing all triangles in the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertexCount">
			<summary>Returns the number of vertices in the mesh (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.isTeared">
			<summary>Did the cloth tear? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String,System.Text.Encoding)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="T:UnityEngine.Color32">
			<summary>Representation of RGBA colors in 32 bit format.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.subMeshCount">
			<summary>The number of submeshes. Every material has a separate triangle list.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String,System.Text.Encoding)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.ForceMode)">
			<summary>Adds force force to all vertices of the cloth mesh which are with radius distance of position.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Adds force force to all vertices of the cloth mesh which are with radius distance of position.</summary>
		</member>
		<member name="F:UnityEngine.Color32.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.boneWeights">
			<summary>The bone weights of each vertex.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean,UnityEngine.AudioType)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider,System.Boolean,System.Boolean)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider,System.Boolean)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="F:UnityEngine.Color32.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bindposes">
			<summary>The bind poses. The bind pose at each index refers to the bone with the same index.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadImageIntoTexture(UnityEngine.Texture2D)">
			<summary>Replaces the contents of an existing Texture2D with an image from the downloaded data.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.DetachFromCollider(UnityEngine.Collider)">
			<summary>Detaches a collider from the cloth object.</summary>
		</member>
		<member name="F:UnityEngine.Color32.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.blendShapeCount">
			<summary>Returns BlendShape count on this mesh.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetTextureFromURL(System.String)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.Color32.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="T:UnityEngine.ClothSkinningCoefficient">
			<summary>The ClothSkinningCoefficient struct is used to set up how a SkinnedCloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadUnityWeb()">
			<summary>Loads the new web player data file.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear(System.Boolean)">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear()">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString()">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
			<summary>Distance a vertex is allowed to travel from the skinned mesh vertex position.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString(System.String)">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32,System.UInt32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistanceBias">
			<summary>Distorts the sphere defined by the maxDistance based on skinned mesh normals.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateBounds()">
			<summary>Recalculate the bounding volume of the mesh from the vertices.</summary>
		</member>
		<member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
			<summary>Interpolates between colors a and b by t.</summary>
		</member>
		<member name="T:UnityEngine.iPhone">
			<summary>Interface into iPhone specific functionality.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateNormals()">
			<summary>Recalculates the normals of the mesh from the triangles and vertices.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereRadius">
			<summary>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
			<summary>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.generation">
			<summary>The generation of the device. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Optimize()">
			<summary>Optimizes the mesh for display.</summary>
		</member>
		<member name="T:UnityEngine.SkinnedCloth">
			<summary>The SkinnedCloth component works together with the SkinnedMeshRenderer to simulate clothing on a character.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.vendorIdentifier">
			<summary>Vendor ID.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)">
			<summary>Returns the triangle list for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedCloth.coefficients">
			<summary>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</summary>
		</member>
		<member name="T:UnityEngine.Quaternion">
			<summary>Quaternions are used to represent rotations.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.advertisingIdentifier">
			<summary>Advertising ID.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)">
			<summary>Sets the triangle list for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.advertisingTrackingEnabled">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SkinnedCloth.worldVelocityScale">
			<summary>How much world-space movement of the character will affect cloth vertices.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.x">
			<summary>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="M:UnityEngine.iPhone.SetNoBackupFlag(System.String)">
			<summary>Set file flag to be excluded from iCloud/iTunes backup.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedCloth.worldAccelerationScale">
			<summary>How much world-space acceleration of the character will affect cloth vertices.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetIndices(System.Int32)">
			<summary>Returns the index buffer for the submesh.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.y">
			<summary>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)">
			<summary>Sets the index buffer for the submesh.</summary>
		</member>
		<member name="M:UnityEngine.iPhone.ResetNoBackupFlag(System.String)">
			<summary>Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedCloth.SetEnabledFading(System.Boolean,System.Single)">
			<summary>Fade the cloth simulation in or out, and enabled or disable the SkinnedCloth.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedCloth.SetEnabledFading(System.Boolean)">
			<summary>Fade the cloth simulation in or out, and enabled or disable the SkinnedCloth.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTopology(System.Int32)">
			<summary>Gets the topology of a submesh.</summary>
		</member>
		<member name="T:UnityEngine.ClothRenderer">
			<summary>The ClothRenderer component is used together with the InteractiveCloth component, to visualize a cloth object in the scene.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.z">
			<summary>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="T:UnityEngine.ADBannerView">
			<summary>ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS.</summary>
		</member>
		<member name="P:UnityEngine.ClothRenderer.pauseWhenNotVisible">
			<summary>Should the cloth simulation be paused when the ClothRenderer is not visible?</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[])">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.w">
			<summary>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="T:UnityEngine.TerrainCollider">
			<summary>A heightmap based collider.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.MarkDynamic()">
			<summary>Optimize mesh for frequent updates.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.loaded">
			<summary>Checks if banner contents are loaded.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.identity">
			<summary>The identity rotation (Read Only). This quaternion corresponds to "no rotation": the object.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.visible">
			<summary>Banner visibility. Initially banner is not visible.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)">
			<summary>Returns name of BlendShape by given index.</summary>
		</member>
		<member name="P:UnityEngine.TerrainCollider.terrainData">
			<summary>The terrain that stores the heightmap.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.eulerAngles">
			<summary>Returns the euler angle representation of the rotation.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetBlendShapeIndex(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.layout">
			<summary>Banner layout.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>The dot product between two rotations.</summary>
		</member>
		<member name="T:UnityEngine.BoneWeight">
			<summary>Skinning bone weights of a vertex in the mesh.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.position">
			<summary>The position of the banner view.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.size">
			<summary>The size of the banner view.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates angle degrees around axis.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight0">
			<summary>Skinning weight for first bone.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight1">
			<summary>Skinning weight for second bone.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&,UnityEngine.Vector3&)">
			<summary>Converts a rotation to angle-axis representation.</summary>
		</member>
		<member name="M:UnityEngine.ADBannerView.IsAvailable(UnityEngine.ADBannerView/Type)">
			<summary>Checks if the banner type is available (e.g. MediumRect is available only starting with ios6).</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight2">
			<summary>Skinning weight for third bone.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="T:UnityEngine.ADInterstitialAd">
			<summary>ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight3">
			<summary>Skinning weight for fourth bone.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="P:UnityEngine.ADInterstitialAd.isAvailable">
			<summary>Checks if InterstitialAd is available (it is iPad-only and was added in iOS 4.3).</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex0">
			<summary>Index of first bone.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex1">
			<summary>Index of second bone.</summary>
		</member>
		<member name="P:UnityEngine.ADInterstitialAd.loaded">
			<summary>Has the interstitial ad object downloaded an advertisement? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.ADInterstitialAd.Show()">
			<summary>Shows full-screen advertisement to user.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Spherically interpolates between from and to by t.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex2">
			<summary>Index of third bone.</summary>
		</member>
		<member name="M:UnityEngine.ADInterstitialAd.ReloadAd()">
			<summary>Reload advertisement.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Interpolates between from and to by t and normalizes the result afterwards.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex3">
			<summary>Index of fourth bone.</summary>
		</member>
		<member name="T:UnityEngine.SkinQuality">
			<summary>/ The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode">
			<summary>Option for how to apply a force using Rigidbody.AddForce.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Rotates a rotation from towards to.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)">
			<summary>Returns the Inverse of rotation.</summary>
		</member>
		<member name="T:UnityEngine.Physics">
			<summary>Global physics properties and helper methods.</summary>
		</member>
		<member name="T:UnityEngine.SkinnedMeshRenderer">
			<summary>The Skinned Mesh filter.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.bones">
			<summary>The bones used to skin the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString()">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString(System.String)">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="P:UnityEngine.Physics.gravity">
			<summary>The gravity applied to all rigid bodies in the scene.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.rootBone">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>Returns the angle in degrees between two rotations a and b.</summary>
		</member>
		<member name="P:UnityEngine.Physics.minPenetrationForPenalty">
			<summary>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.quality">
			<summary>The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="P:UnityEngine.Physics.bounceThreshold">
			<summary>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh">
			<summary>The mesh used for skinning.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepVelocity">
			<summary>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen">
			<summary>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepAngularVelocity">
			<summary>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.localBounds">
			<summary>AABB of this Skinned Mesh in its local space.</summary>
		</member>
		<member name="P:UnityEngine.Physics.maxAngularVelocity">
			<summary>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="T:UnityEngine.Rect">
			<summary>A 2D Rectangle defined by x, y position and width, height.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)">
			<summary>Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.</summary>
		</member>
		<member name="P:UnityEngine.Physics.solverIterationCount">
			<summary>The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.Rect.x">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)">
			<summary>Returns weight of BlendShape on this renderer.</summary>
		</member>
		<member name="P:UnityEngine.Rect.y">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Rect.position">
			<summary>The top left coordinates of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)">
			<summary>Sets weight of BlendShape on this renderer.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Rect.center">
			<summary>Center coordinate of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.Flare">
			<summary>A flare asset. Read more about flares in the components reference.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="P:UnityEngine.Rect.min">
			<summary>Lower left corner of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.LensFlare">
			<summary>Script interface for a Lens flare component.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="P:UnityEngine.Rect.max">
			<summary>Upper right corner of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.flare">
			<summary>The flare asset to use.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="P:UnityEngine.Rect.width">
			<summary>Width of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.brightness">
			<summary>The strength of the flare.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="P:UnityEngine.Rect.height">
			<summary>Height of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.fadeSpeed">
			<summary>The fade speed of the flare.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.Rect.size">
			<summary>The size of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.color">
			<summary>The color of the flare.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMin">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.Renderer">
			<summary>General functionality for all renderers.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMin">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isPartOfStaticBatch">
			<summary>Has this renderer been statically batched with any other renderers?</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMax">
			<summary>Right coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.worldToLocalMatrix">
			<summary>Matrix that transforms a point from world space into local space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMax">
			<summary>Bottom coordinate of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.localToWorldMatrix">
			<summary>Matrix that transforms a point from local space into world space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a rectangle from min/max coordinate values.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.enabled">
			<summary>Makes the rendered 3D object visible if enabled.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set components of an existing Rect.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.castShadows">
			<summary>Does this object cast shadows?</summary>
		</member>
		<member name="T:UnityEngine.Physics2D">
			<summary>Global settings and helpers for 2D physics.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.receiveShadows">
			<summary>Does this object receive shadows?</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString()">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString(System.String)">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.material">
			<summary>The material of this object.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityIterations">
			<summary>The number of iterations of the physics solver when considering objects' velocities.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterial">
			<summary>The shared material of this object.</summary>
		</member>
		<member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Are collisions between layer1 and layer2 being ignored?</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.positionIterations">
			<summary>The number of iterations of the physics solver when considering objects' positions.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyConstraints">
			<summary>Use these flags to constrain motion of Rigidbodies.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterials">
			<summary>All the shared materials of this object.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.gravity">
			<summary>Acceleration due to gravity.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.materials">
			<summary>All the materials of this object.</summary>
		</member>
		<member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns a point inside a rectangle, given normalized coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.raycastsHitTriggers">
			<summary>Do raycasts detect Colliders configured as triggers?</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody">
			<summary>Control of an object's position through physics simulation.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.bounds">
			<summary>The bounding volume of the renderer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityThreshold">
			<summary>Any collisions with a relative linear velocity below this threshold will be treated as inelastic.</summary>
		</member>
		<member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns the normalized coordinates cooresponding the the point.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxLinearCorrection">
			<summary>The maximum linear position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapIndex">
			<summary>The index of the lightmap applied to this renderer.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.velocity">
			<summary>The velocity vector of the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Rect.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.angularVelocity">
			<summary>The angular velocity vector of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxAngularCorrection">
			<summary>The maximum angular position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapTilingOffset">
			<summary>The tiling &amp; offset used for lightmap.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.drag">
			<summary>The drag of the object.</summary>
		</member>
		<member name="T:UnityEngine.Matrix4x4">
			<summary>A standard 4x4 transformation matrix.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isVisible">
			<summary>Is this renderer visible in any camera? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxTranslationSpeed">
			<summary>The maximum linear speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.angularDrag">
			<summary>The angular drag of the object.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxRotationSpeed">
			<summary>The maximum angular speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.useLightProbes">
			<summary>Use light probes for this Renderer.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.inverse">
			<summary>The inverse of this matrix (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteScale">
			<summary>The scale factor that controls how fast overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightProbeAnchor">
			<summary>If set, Renderer will use this Transform's position to find the interpolated light probe.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.mass">
			<summary>The mass of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.transpose">
			<summary>Returns the transpose of this matrix (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.useGravity">
			<summary>Controls whether gravity affects this rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerName">
			<summary>Name of the Renderer's sorting layer.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteTOIScale">
			<summary>The scale factor that controls how fast TOI overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.isIdentity">
			<summary>Is this the identity matrix?</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerID">
			<summary>ID of the Renderer's sorting layer.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.isKinematic">
			<summary>Controls whether physics affects the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.timeToSleep">
			<summary>The time in seconds that a rigid-body must be still before it will go to sleep.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.zero">
			<summary>Returns a matrix with all elements set to zero (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingOrder">
			<summary>Renderer's order within a sorting layer.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.freezeRotation">
			<summary>Controls whether physics will change the rotation of the object.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.linearSleepTolerance">
			<summary>A rigid-body cannot sleep if its linear velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.identity">
			<summary>Returns the identity matrix (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.angularSleepTolerance">
			<summary>A rigid-body cannot sleep if its angular velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.constraints">
			<summary>Controls which degrees of freedom are allowed for the simulation of this Rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)">
			<summary>Get a column of the matrix.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Lets you add per-renderer material parameters without duplicating a material.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.collisionDetectionMode">
			<summary>The Rigidbody's collision detection mode.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Get per-renderer material property block.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)">
			<summary>Returns a row of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.centerOfMass">
			<summary>The center of mass relative to the transform's origin.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.Render(System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a column of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.worldCenterOfMass">
			<summary>The center of mass of the rigidbody in world space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a row of the matrix.</summary>
		</member>
		<member name="T:UnityEngine.Projector">
			<summary>A script interface for a projector component.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.inertiaTensorRotation">
			<summary>The rotation of the inertia tensor.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="P:UnityEngine.Projector.nearClipPlane">
			<summary>The near clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (generic).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Should collisions between the specified layers be ignored?</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.inertiaTensor">
			<summary>The diagonal inertia tensor of mass relative to the center of mass.</summary>
		</member>
		<member name="P:UnityEngine.Projector.farClipPlane">
			<summary>The far clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (fast).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.detectCollisions">
			<summary>Should collision detection be enabled? (By default always enabled).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)">
			<summary>Transforms a direction by this matrix.</summary>
		</member>
		<member name="P:UnityEngine.Projector.fieldOfView">
			<summary>The field of view of the projection in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.useConeFriction">
			<summary>Force cone friction to be used for this rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.aspectRatio">
			<summary>The aspect ratio of the projection.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)">
			<summary>Creates a scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.position">
			<summary>The position of the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Sets this matrix to a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.rotation">
			<summary>The rotation of the rigdibody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographic">
			<summary>Is the projection orthographic (true) or perspective (false)?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.interpolation">
			<summary>Interpolation allows you to smooth out the effect of running physics at a fixed frame rate.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Creates a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthoGraphicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Projector.ignoreLayers">
			<summary>Which object layers are ignored by the projector.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.solverIterationCount">
			<summary>Allows you to override the solver iteration count per rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString()">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.sleepVelocity">
			<summary>The linear velocity below which objects start going to sleep. (Default 0.14) range { 0, infinity }.</summary>
		</member>
		<member name="P:UnityEngine.Projector.material">
			<summary>The material that will be projected onto every object.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates an orthogonal projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.sleepAngularVelocity">
			<summary>The angular velocity below which objects start going to sleep.  (Default 0.14) range { 0, infinity }.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a perspective projection matrix.</summary>
		</member>
		<member name="T:UnityEngine.Skybox">
			<summary>A script interface for the skybox component.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody.maxAngularVelocity">
			<summary>The maximimum angular velocity of the rigidbody. (Default 7) range { 0, infinity }.</summary>
		</member>
		<member name="T:UnityEngine.Bounds">
			<summary>Represents an axis aligned bounding box.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Skybox.material">
			<summary>The material used by the skybox.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.center">
			<summary>The center of the bounding box.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SetDensity(System.Single)">
			<summary>Sets the mass based on the attached colliders assuming a constant density.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="T:UnityEngine.TextMesh">
			<summary>A script interface for the text mesh component.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.size">
			<summary>The total size of the box. This is always twice as large as the extents.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody. As a result the rigidbody will start moving.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(UnityEngine.Vector3)">
			<summary>Adds a force to the rigidbody. As a result the rigidbody will start moving.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single)">
			<summary>Adds a force to the rigidbody. As a result the rigidbody will start moving.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody. As a result the rigidbody will start moving.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.text">
			<summary>The text that is displayed.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.extents">
			<summary>The extents of the box. This is always half of the size.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.font">
			<summary>The Font used.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(UnityEngine.Vector3)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeForce(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a force to the rigidbody relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.min">
			<summary>The minimal point of the box. This is always equal to center-extents.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.max">
			<summary>The maximal point of the box. This is always equal to center+extents.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(UnityEngine.Vector3)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(UnityEngine.Vector3)">
			<summary>Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets the bounds to the min and max value of the box.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single)">
			<summary>Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddRelativeTorque(System.Single,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Adds a torque to the rigidbody relative to the rigidbodie's own coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.offsetZ">
			<summary>How far should the text be offset from the transform.position.z when drawing.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.ForceMode)">
			<summary>Applies force at position. As a result this will apply a torque and force on the object.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Applies force at position. As a result this will apply a torque and force on the object.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.alignment">
			<summary>How lines of text are aligned (Left, Right, Center).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(System.Single)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.ForceMode)">
			<summary>Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single,System.Single)">
			<summary>Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.anchor">
			<summary>Which point of the text shares the position of the Transform.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.AddExplosionForce(System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Applies a force to the rigidbody that simulates explosion effects. The explosion force will fall off linearly with distance to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.characterSize">
			<summary>The size of each character (This scales the whole text).</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)">
			<summary>Does another bounding box intersect with this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.ClosestPointOnBounds(UnityEngine.Vector3)">
			<summary>The closest point to the bounding box of the attached colliders.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[])">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)">
			<summary>Is point contained in the bounding box?</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.lineSpacing">
			<summary>How much space will be in-between lines of text.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.GetRelativePointVelocity(UnityEngine.Vector3)">
			<summary>The velocity relative to the rigidbody at the point relativePoint.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.GetPointVelocity(UnityEngine.Vector3)">
			<summary>The velocity of the rigidbody at the point worldPoint in global space.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.tabSize">
			<summary>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)">
			<summary>The smallest squared distance between the point and this bounding box.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.MovePosition(UnityEngine.Vector3)">
			<summary>Moves the rigidbody to position.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.ToString()">
			<summary>Returns a nicely formatted string for the bounds.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.ToString(System.String)">
			<summary>Returns a nicely formatted string for the bounds.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.MoveRotation(UnityEngine.Quaternion)">
			<summary>Rotates the rigidbody to rotation.</summary>
		</member>
		<member name="T:UnityEngine.Vector4">
			<summary>Representation of four-dimensional vectors.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="T:UnityEngine.Particle">
			<summary>(Legacy Particle system).</summary>
		</member>
		<member name="F:UnityEngine.Vector4.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.Sleep()">
			<summary>Forces a rigidbody to sleep at least one frame.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.IsSleeping()">
			<summary>Is the rigidbody sleeping?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.WakeUp()">
			<summary>Forces a rigidbody to wake up.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.Particle.energy">
			<summary>The energy of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.w">
			<summary>W component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Tests if a rigidbody would collide with anything, if it was moved through the scene.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTest(UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Tests if a rigidbody would collide with anything, if it was moved through the scene.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.Particle.startEnergy">
			<summary>The starting energy of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3,System.Single)">
			<summary>Like Rigidbody.SweepTest, but returns all hits.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody.SweepTestAll(UnityEngine.Vector3)">
			<summary>Like Rigidbody.SweepTest, but returns all hits.</summary>
		</member>
		<member name="P:UnityEngine.Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="T:UnityEngine.JointMotor">
			<summary>The JointMotor is used to motorize a joint.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit2D">
			<summary>Information returned about an object detected by a raycast in 2D physics.</summary>
		</member>
		<member name="P:UnityEngine.Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.zero">
			<summary>Shorthand for writing Vector4(0,0,0,0).</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.targetVelocity">
			<summary>The motor will apply a force up to force to achieve targetVelocity.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.centroid">
			<summary>The centroid of the primitive used to perform the cast.</summary>
		</member>
		<member name="P:UnityEngine.Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.force">
			<summary>The motor will apply a force.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.one">
			<summary>Shorthand for writing Vector4(1,1,1,1).</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.point">
			<summary>The point in world space where the ray hit the collider's surface.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.freeSpin">
			<summary>If freeSpin is enabled the motor will only accelerate but never slow down.</summary>
		</member>
		<member name="T:UnityEngine.ParticleEmitter">
			<summary>(Legacy Particles) Script interface for particle emitters.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.normal">
			<summary>The normal vector of the surface hit by the ray.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Vector4.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.distance">
			<summary>The distance from the ray's origin to the impact point.</summary>
		</member>
		<member name="T:UnityEngine.JointSpring">
			<summary>JointSpring is used add a spring force to HingeJoint and PhysicMaterial.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.emit">
			<summary>Should particles be automatically emitted each frame?</summary>
		</member>
		<member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Moves a point current towards target.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minSize">
			<summary>The minimum size each particle can be at the time when it is spawned.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.spring">
			<summary>The spring forces used to reach the target position.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.fraction">
			<summary>Fraction of the distance along the ray that the hit occurred.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.collider">
			<summary>The collider hit by the ray.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.damper">
			<summary>The damper force uses to dampen the spring.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxSize">
			<summary>The maximum size each particle can be at the time when it is spawned.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.rigidbody">
			<summary>The Rigidbody2D attached to the object that was hit.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.targetPosition">
			<summary>The target position the joint attempts to reach.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minEnergy">
			<summary>The minimum lifetime of each particle, measured in seconds.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit2D.transform">
			<summary>The Transform of the object that was hit.</summary>
		</member>
		<member name="T:UnityEngine.JointLimits">
			<summary>JointLimits is used by the HingeJoint to limit the joints angle.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxEnergy">
			<summary>The maximum lifetime of each particle, measured in seconds.</summary>
		</member>
		<member name="M:UnityEngine.RaycastHit2D.CompareTo(UnityEngine.RaycastHit2D)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.min">
			<summary>The lower limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.minEmission">
			<summary>The minimum number of particles that will be spawned every second.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.minBounce">
			<summary>The bounciness of the joint when hitting the lower limit of the joint.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation2D">
			<summary>Interpolation mode for Rigidbody2D objects.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Projects a vector onto another vector.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.maxEmission">
			<summary>The maximum number of particles that will be spawned every second.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.max">
			<summary>The upper limit of the joint.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodySleepMode2D">
			<summary>Settings for a Rigidbody2D's initial sleep state.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.emitterVelocityScale">
			<summary>The amount of the emitter's speed that the particles inherit.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.maxBounce">
			<summary>The bounciness of the joint when hitting the upper limit of the joint.</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode2D">
			<summary>Options for the detection mode used by a Rigidbody2D.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.worldVelocity">
			<summary>The starting speed of particles in world space, along X, Y, and Z.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode2D">
			<summary>Option for how to apply a force using Rigidbody2D.AddForce.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.localVelocity">
			<summary>The starting speed of particles along X, Y, and Z, measured in the object's orientation.</summary>
		</member>
		<member name="T:UnityEngine.Joint">
			<summary>Joint is the base class for all joints.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndVelocity">
			<summary>A random speed along X, Y, and Z that is added to the velocity.</summary>
		</member>
		<member name="T:UnityEngine.Ray">
			<summary>Representation of rays.</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody2D">
			<summary>Rigidbody physics component for 2D sprites.</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedBody">
			<summary>A reference to another rigidbody this joint connects to.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.useWorldSpace">
			<summary>If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.</summary>
		</member>
		<member name="P:UnityEngine.Ray.origin">
			<summary>The origin point of the ray.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.position">
			<summary>The position of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Joint.axis">
			<summary>The Direction of the axis around which the body is constrained.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndRotation">
			<summary>If enabled, the particles will be spawned with random rotations.</summary>
		</member>
		<member name="P:UnityEngine.Ray.direction">
			<summary>The direction of the ray.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.rotation">
			<summary>The rotation of the rigdibody.</summary>
		</member>
		<member name="P:UnityEngine.Joint.anchor">
			<summary>The Position of the anchor around which the joints motion is constrained.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.angularVelocity">
			<summary>The angular velocity of new particles in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.Ray.GetPoint(System.Single)">
			<summary>Returns a point at distance units along the ray.</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedAnchor">
			<summary>Position of the anchor relative to the connected Rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.velocity">
			<summary>Linear velocity of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.rndAngularVelocity">
			<summary>A random angular velocity modifier for new particles.</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString()">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString(System.String)">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor">
			<summary>Should the connectedAnchor be calculated automatically?</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.angularVelocity">
			<summary>Angular velocity in degrees per second.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.particles">
			<summary>Returns a copy of all particles and assigns an array of all particles to be the current particles.</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakForce">
			<summary>The force that needs to be applied for this joint to break.</summary>
		</member>
		<member name="T:UnityEngine.Ray2D">
			<summary>A ray in 2D space.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.particleCount">
			<summary>The current number of particles (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.mass">
			<summary>Mass of the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.ParticleEmitter.enabled">
			<summary>Turns the ParticleEmitter on or off.</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakTorque">
			<summary>The torque that needs to be applied for this joint to break.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.origin">
			<summary>The starting point of the ray in world space.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.centerOfMass">
			<summary>The center of mass of the rigidBody in local space.</summary>
		</member>
		<member name="P:UnityEngine.Joint.enableCollision">
			<summary>Enable collision between bodies connected with the joint.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.worldCenterOfMass">
			<summary>Gets the center of mass of the rigidBody in global space.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.direction">
			<summary>The direction of the ray in world space.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.ClearParticles()">
			<summary>Removes all particles from the particle emitter.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.inertia">
			<summary>The rigidBody rotational inertia.</summary>
		</member>
		<member name="T:UnityEngine.HingeJoint">
			<summary>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.GetPoint(System.Single)">
			<summary>Get a point that lies a given distance along a ray.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit()">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(System.Int32)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color,System.Single,System.Single)">
			<summary>Emit a number of particles.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.ToString()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.motor">
			<summary>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.ToString(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.drag">
			<summary>Coefficient of drag.</summary>
		</member>
		<member name="M:UnityEngine.ParticleEmitter.Simulate(System.Single)">
			<summary>Advance particle simulation by given time.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.angularDrag">
			<summary>Coefficient of angular drag.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.limits">
			<summary>Limit of angular rotation on the hinge joint.</summary>
		</member>
		<member name="T:UnityEngine.Plane">
			<summary>Representation of a plane in 3D space.</summary>
		</member>
		<member name="T:UnityEngine.ParticleAnimator">
			<summary>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</summary>
		</member>
		<member name="P:UnityEngine.Plane.normal">
			<summary>Normal vector of the plane.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.spring">
			<summary>The spring attempts to reach a target angle by adding spring and damping forces.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.gravityScale">
			<summary>The degree to which this object is affected by gravity.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.doesAnimateColor">
			<summary>Do particles cycle their color over their lifetime?</summary>
		</member>
		<member name="P:UnityEngine.Plane.distance">
			<summary>Distance from the origin to the plane.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.isKinematic">
			<summary>Should this rigidbody be taken out of physics control?</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useMotor">
			<summary>Enables the joint's motor.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.fixedAngle">
			<summary>Should the rigidbody be prevented from rotating?</summary>
		</member>
		<member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using a point that lies within it along with a normal to orient it.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useLimits">
			<summary>Enables the joint's limits.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.worldRotationAxis">
			<summary>World space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.localRotationAxis">
			<summary>Local space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.simulated">
			<summary>Indicates whether the rigid body should be simulated or not by the physics system.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useSpring">
			<summary>Enables the joint's spring.</summary>
		</member>
		<member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using three points that lie within it.  The points go around clockwise as you look down on the top surface of the plane.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.sizeGrow">
			<summary>How the particle sizes grow over their lifetime.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.interpolation">
			<summary>Physics interpolation used between updates.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.velocity">
			<summary>The angular velocity of the joint in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)">
			<summary>Returns a signed distance from plane to point.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.rndForce">
			<summary>A random force added to particles every frame.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.angle">
			<summary>The current angle in degrees of the joint relative to its rest position. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.sleepMode">
			<summary>The sleep state that the rigidbody will initially be in.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)">
			<summary>Is a point on the positive side of the plane?</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.force">
			<summary>The force being applied to particles every frame.</summary>
		</member>
		<member name="P:UnityEngine.Rigidbody2D.collisionDetectionMode">
			<summary>The method used by the physics engine to check if two objects have collided.</summary>
		</member>
		<member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Are two points on the same side of the plane?</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint">
			<summary>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.damping">
			<summary>How much particles are slowed down every frame.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.MovePosition(UnityEngine.Vector2)">
			<summary>Moves the rigidbody to position.</summary>
		</member>
		<member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&)">
			<summary>Intersects a ray with the plane.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.spring">
			<summary>The spring force used to keep the two objects together.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.MoveRotation(System.Single)">
			<summary>Rotates the rigidbody to angle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.autodestruct">
			<summary>Does the GameObject of this particle animator auto destructs?</summary>
		</member>
		<member name="T:UnityEngine.Mathf">
			<summary>A collection of common math functions.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.damper">
			<summary>The damper force used to dampen the spring force.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.colorAnimation">
			<summary>Colors the particles will cycle through over their lifetime.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.minDistance">
			<summary>The minimum distance between the bodies relative to their initial distance.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sin(System.Single)">
			<summary>Returns the sine of angle f in radians.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.IsSleeping()">
			<summary>Is the rigidbody "sleeping"?</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint.maxDistance">
			<summary>The maximum distance between the bodies relative to their initial distance.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Cos(System.Single)">
			<summary>Returns the cosine of angle f in radians.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.IsAwake()">
			<summary>Is the rigidbody "awake"?</summary>
		</member>
		<member name="T:UnityEngine.TrailRenderer">
			<summary>The trail renderer is used to make trails behind objects in the scene as they move about.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.Sleep()">
			<summary>Make the rigidbody "sleep".</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Tan(System.Single)">
			<summary>Returns the tangent of angle f in radians.</summary>
		</member>
		<member name="T:UnityEngine.FixedJoint">
			<summary>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.time">
			<summary>How long does the trail take to fade out.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.WakeUp()">
			<summary>Disables the "sleeping" state of a rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Asin(System.Single)">
			<summary>Returns the arc-sine of f - the angle in radians whose sine is f.</summary>
		</member>
		<member name="T:UnityEngine.SoftJointLimit">
			<summary>The limits defined by the CharacterJoint.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.startWidth">
			<summary>The width of the trail at the spawning point.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Apply a force to the rigidbody.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Acos(System.Single)">
			<summary>Returns the arc-cosine of f - the angle in radians whose cosine is f.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2)">
			<summary>Apply a force to the rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.limit">
			<summary>The limit position/angle of the joint.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.endWidth">
			<summary>The width of the trail at the end of the trail.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan(System.Single)">
			<summary>Returns the arc-tangent of f - the angle in radians whose tangent is f.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Adds a force to the rigidbody2D relative to its coordinate system.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddRelativeForce(UnityEngine.Vector2)">
			<summary>Adds a force to the rigidbody2D relative to its coordinate system.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.autodestruct">
			<summary>Does the GameObject of this trail renderer auto destructs?</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.spring">
			<summary>If greater than zero, the limit is soft. The spring will pull the joint back.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)">
			<summary>Returns the angle in radians whose Tan is y/x.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.ForceMode2D)">
			<summary>Apply a force at a given position in space.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddForceAtPosition(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Apply a force at a given position in space.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.damper">
			<summary>If spring is greater than zero, the limit is soft.</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderMode">
			<summary>The rendering mode for legacy particles.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sqrt(System.Single)">
			<summary>Returns square root of f.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single,UnityEngine.ForceMode2D)">
			<summary>Apply a torque at the rigidbody's centre of mass.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.AddTorque(System.Single)">
			<summary>Apply a torque at the rigidbody's centre of mass.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.bounciness">
			<summary>When the joint hits the limit, it can be made to bounce off it.</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderer">
			<summary>(Legacy Particles) Renders particles on to the screen.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Single)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Int32)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetPoint(UnityEngine.Vector2)">
			<summary>Get a local space point given the point point in rigidBody global space.</summary>
		</member>
		<member name="T:UnityEngine.JointDriveMode">
			<summary>The ConfigurableJoint attempts to attain position / velocity targets based on this flag.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.particleRenderMode">
			<summary>How particles are drawn.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="T:UnityEngine.JointTranslationLimits2D">
			<summary>Motion limits of a Rigidbody2D object along a SliderJoint2D.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativePoint(UnityEngine.Vector2)">
			<summary>Get a global space point given the point relativePoint in rigidBody local space.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.lengthScale">
			<summary>How much are the particles stretched in their direction of motion.</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.min">
			<summary>Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.velocityScale">
			<summary>How much are the particles strectched depending on "how fast they move".</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetVector(UnityEngine.Vector2)">
			<summary>Get a local space vector given the vector vector in rigidBody global space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.cameraVelocityScale">
			<summary>How much are the particles strected depending on the Camera's speed.</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.max">
			<summary>Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)">
			<summary>Returns f raised to power p.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativeVector(UnityEngine.Vector2)">
			<summary>Get a global space vector given the vector relativeVector in rigidBody local space.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.maxParticleSize">
			<summary>Clamp the maximum particle size.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Exp(System.Single)">
			<summary>Returns e raised to the specified power.</summary>
		</member>
		<member name="T:UnityEngine.JointMotor2D">
			<summary>Parameters for the optional motor force applied to a Joint2D.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetPointVelocity(UnityEngine.Vector2)">
			<summary>The velocity of the rigidbody at the point Point in global space.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationXTile">
			<summary>Set horizontal tiling count.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.motorSpeed">
			<summary>The desired speed for the Rigidbody2D to reach as it moves with the joint.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="M:UnityEngine.Rigidbody2D.GetRelativePointVelocity(UnityEngine.Vector2)">
			<summary>The velocity of the rigidbody at the point Point in local space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log10(System.Single)">
			<summary>Returns the base 10 logarithm of a specified number.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.maxMotorTorque">
			<summary>The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationYTile">
			<summary>Set vertical tiling count.</summary>
		</member>
		<member name="T:UnityEngine.JointSuspension2D">
			<summary>Joint suspension is used to define how suspension works on a WheelJoint2D.</summary>
		</member>
		<member name="P:UnityEngine.ParticleRenderer.uvAnimationCycles">
			<summary>Set uv animation cycles.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Ceil(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="T:UnityEngine.Collider2D">
			<summary>Parent class for collider types used with 2D gameplay.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Floor(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.dampingRatio">
			<summary>The amount by which the suspension spring force is reduced in proportion to the movement speed.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.isTrigger">
			<summary>Is this collider configured as a trigger?</summary>
		</member>
		<member name="T:UnityEngine.LineRenderer">
			<summary>The line renderer is used to draw free-floating lines in 3D space.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.frequency">
			<summary>The frequency at which the suspension spring oscillates.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Round(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.attachedRigidbody">
			<summary>The Rigidbody2D attached to the Collider2D's GameObject.</summary>
		</member>
		<member name="P:UnityEngine.LineRenderer.useWorldSpace">
			<summary>If enabled, the lines are defined in world space.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.angle">
			<summary>The world angle along which the suspension will move.   This provides 2D constrained motion similar to a SliderJoint2D.  This is typically how suspension works in the real world.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.CeilToInt(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.shapeCount">
			<summary>The number of separate shaped regions in the collider.</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetWidth(System.Single,System.Single)">
			<summary>Set the line width at the start and at the end.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.FloorToInt(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="T:UnityEngine.Joint2D">
			<summary>Parent class for joints to connect Rigidbody2D objects.</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetColors(UnityEngine.Color,UnityEngine.Color)">
			<summary>Set the line color at the start and at the end.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.bounds">
			<summary>The world space bounding area of the collider.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.connectedBody">
			<summary>The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.RoundToInt(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetVertexCount(System.Int32)">
			<summary>Set the number of line segments.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.sharedMaterial">
			<summary>The PhysicsMaterial2D that is applied to this collider.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.collideConnected">
			<summary>Can the joint collide with the other Rigidbody2D object to which it is attached?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sign(System.Single)">
			<summary>Returns the sign of f.</summary>
		</member>
		<member name="M:UnityEngine.LineRenderer.SetPosition(System.Int32,UnityEngine.Vector3)">
			<summary>Set the position of the vertex in the line.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="T:UnityEngine.AnchoredJoint2D">
			<summary>Parent class for all joints that have anchor points.</summary>
		</member>
		<member name="T:UnityEngine.MaterialPropertyBlock">
			<summary>A block of material values to apply.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp01(System.Single)">
			<summary>Clamps value between 0 and 1 and returns value.</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.anchor">
			<summary>The joint's anchor point on the object that has the joint component.</summary>
		</member>
		<member name="T:UnityEngine.CircleCollider2D">
			<summary>Collider for 2D physics representing an circle.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)">
			<summary>Interpolates between a and b by t. t is clamped between 0 and 1.</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor">
			<summary>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.center">
			<summary>Center point of the circle in local space.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.String,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.Int32,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.radius">
			<summary>Radius of the circle.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
			<summary>Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint2D">
			<summary>Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.String,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.Int32,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider2D">
			<summary>Collider for 2D physics representing an axis-aligned rectangle.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.String,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.Int32,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)">
			<summary>Moves a value current towards target.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.distance">
			<summary>The distance the spring will try to keep between the two objects.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.center">
			<summary>The center point of the rectangle in local space.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.dampingRatio">
			<summary>The amount by which the spring force is reduced in proportion to the movement speed.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)">
			<summary>Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.size">
			<summary>The width and height of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.SpringJoint2D.frequency">
			<summary>The frequency at which the spring oscillates around the distance distance between the objects.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
			<summary>Interpolates between min and max with smoothing at the limits.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)">
			<summary>Compares two floating point values if they are similar.</summary>
		</member>
		<member name="T:UnityEngine.EdgeCollider2D">
			<summary>Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.String,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="M:UnityEngine.SpringJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.Int32,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.edgeCount">
			<summary>Gets the number of edges.</summary>
		</member>
		<member name="M:UnityEngine.SpringJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.pointCount">
			<summary>Gets the number of points.</summary>
		</member>
		<member name="T:UnityEngine.DistanceJoint2D">
			<summary>Joint that keeps two Rigidbody2D objects a fixed distance apart.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.distance">
			<summary>The distance separating the two ends of the joint.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.points">
			<summary>Get or set the points defining multiple continuous edges.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)">
			<summary>Loops the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.maxDistanceOnly">
			<summary>Whether to maintain a maximum distance only or not.  If not then the absolute distance will be maintained instead.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="M:UnityEngine.EdgeCollider2D.Reset()">
			<summary>Reset to a single edge consisting of two points.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)">
			<summary>PingPongs the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
			<summary>Calculates the Lerp parameter between of two values.</summary>
		</member>
		<member name="T:UnityEngine.PolygonCollider2D">
			<summary>Collider for 2D physics representing an arbitrary polygon defined by its vertices.</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)">
			<summary>Returns the closest power of two value.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.Clear()">
			<summary>Clear material property values.</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.points">
			<summary>Corner points that define the collider's shape in local space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)">
			<summary>Converts the given value from gamma to linear color space.</summary>
		</member>
		<member name="T:UnityEngine.RenderBuffer">
			<summary>Color or depth buffer part of a RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.HingeJoint2D">
			<summary>Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.pathCount">
			<summary>The number of paths in the polygon.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useMotor">
			<summary>Should the joint be rotated automatically by a motor torque?</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)">
			<summary>Converts the given value from linear to gamma color space.</summary>
		</member>
		<member name="T:UnityEngine.Graphics">
			<summary>Raw interface to Unity's drawing functions.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetPath(System.Int32)">
			<summary>Get a path from the polygon by its index.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)">
			<summary>Returns true if the value is power of two.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useLimits">
			<summary>Should limits be placed on the range of rotation?</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.SetPath(System.Int32,UnityEngine.Vector2[])">
			<summary>Define a path by its constituent points.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeColorBuffer">
			<summary>Currently active color buffer (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)">
			<summary>Returns the next power of two value.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.motor">
			<summary>Parameters for the motor force applied to the joint.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeDepthBuffer">
			<summary>Currently active depth buffer (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetTotalPointCount()">
			<summary>Return the total number of points in the polygon in all paths.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limits">
			<summary>Limit of angular rotation on the joint.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)">
			<summary>Calculates the shortest difference between two given angles.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)">
			<summary>Generate 2D Perlin noise.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint2D">
			<summary>Details about a specific point of contact involved in a 2D physics collision.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.point">
			<summary>The point of contact between the two colliders in world space.</summary>
		</member>
		<member name="T:UnityEngine.RPCMode">
			<summary>Option for who will receive an RPC, used by NetworkView.RPC.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointAngle">
			<summary>The current joint angle with respect to the reference angle.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.normal">
			<summary>Surface normal at the contact point.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="T:UnityEngine.ConnectionTesterStatus">
			<summary>The various test results the connection tester may return with.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.collider">
			<summary>The collider attached to the object receiving the collision message.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="T:UnityEngine.NetworkConnectionError">
			<summary>Possible status messages returned by Network.Connect and in OnFailedToConnect in case the error was not immediate.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.otherCollider">
			<summary>The incoming collider involved in the collision at this contact point.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="T:UnityEngine.Collision2D">
			<summary>Information returned by a collision in 2D physics.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="T:UnityEngine.NetworkDisconnection">
			<summary>The reason a disconnect event occured, like in OnDisconnectedFromServer.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.rigidbody">
			<summary>The incoming Rigidbody2D involved in the collision.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="T:UnityEngine.MasterServerEvent">
			<summary>Describes status messages from the master server as returned in OnMasterServerEvent.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.InternalDrawTextureArguments&)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.collider">
			<summary>The incoming Collider2D involved in the collision.</summary>
		</member>
		<member name="T:UnityEngine.SliderJoint2D">
			<summary>Joint that restricts the motion of a Rigidbody2D object to a single line.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.transform">
			<summary>The Transform of the incoming object involved in the collision.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.angle">
			<summary>The angle of the line in space.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.gameObject">
			<summary>The incoming GameObject involved in the collision.</summary>
		</member>
		<member name="T:UnityEngine.NetworkStateSynchronization">
			<summary>Different types of synchronization for the NetworkView component.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])">
			<summary>Copies source texture into destination, for multi-tap shader.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.contacts">
			<summary>The specific points of contact with the incoming Collider2D.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useLimits">
			<summary>Should motion limits be used?</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPeerType">
			<summary>Describes the status of the network interface peer type as returned by Network.peerType.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="T:UnityEngine.NetworkLogLevel">
			<summary>Describes different levels of log information the network layer supports.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.relativeVelocity">
			<summary>The relative linear velocity of the two colliding objects (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.ClearRandomWriteTargets()">
			<summary>Clear random write targets for DX11 pixel shaders.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPlayer">
			<summary>The NetworkPlayer is a data structure with which you can locate another player over the network.</summary>
		</member>
		<member name="T:UnityEngine.JointLimitState2D">
			<summary>Represents the state of a joint limit.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limits">
			<summary>Restrictions on how far the joint can slide in each direction along the line.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.ipAddress">
			<summary>The IP address of this player.</summary>
		</member>
		<member name="T:UnityEngine.JointAngleLimits2D">
			<summary>Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.port">
			<summary>The port of this player.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="T:UnityEngine.Resolution">
			<summary>Represents a display resolution.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.min">
			<summary>Lower angular limit of rotation.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.guid">
			<summary>The GUID for this player, used when connecting with NAT punchthrough.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.max">
			<summary>Upper angular limit of rotation.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.width">
			<summary>Resolution width in pixels.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalIP">
			<summary>Returns the external IP address of the network interface.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshTriangulation">
			<summary>Contains data describing a triangulation of a navmesh.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.height">
			<summary>Resolution height in pixels.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.vertices">
			<summary>Vertices for the navmesh triangulation.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalPort">
			<summary>Returns the external port of the network interface.</summary>
		</member>
		<member name="M:UnityEngine.SliderJoint2D.GetMotorForce(System.Single)">
			<summary>Gets the motor force of the joint given the specified timestep.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.indices">
			<summary>Triangle indices for the navmesh triangulation.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.refreshRate">
			<summary>Resolution's vertical refresh rate in Hz.</summary>
		</member>
		<member name="T:UnityEngine.WheelJoint2D">
			<summary>The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.</summary>
		</member>
		<member name="M:UnityEngine.NetworkPlayer.ToString()">
			<summary>Returns the index number for this network player.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.layers">
			<summary>NavMeshLayer values for the navmesh triangulation.</summary>
		</member>
		<member name="T:UnityEngine.LightmapData">
			<summary>Data of a lightmap.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.suspension">
			<summary>Set the joint suspension configuration.</summary>
		</member>
		<member name="T:UnityEngine.NetworkViewID">
			<summary>The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.</summary>
		</member>
		<member name="T:UnityEngine.NavMesh">
			<summary>Navigation mesh.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapFar">
			<summary>Lightmap storing the full incoming light.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.unassigned">
			<summary>Represents an invalid network view ID.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Trace a line between two points on the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapNear">
			<summary>Lightmap storing only the indirect incoming light.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.isMine">
			<summary>True if instantiated by me.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.NavMeshPath)">
			<summary>Calculate a path between two points and store the resulting path.</summary>
		</member>
		<member name="T:UnityEngine.LightmapsMode">
			<summary>Single, dual, or directional lightmaps rendering mode.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.owner">
			<summary>The NetworkPlayer who owns the NetworkView. Could be the server.</summary>
		</member>
		<member name="T:UnityEngine.ColorSpace">
			<summary>Valid color spaces.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Locate the closest NavMesh edge from a point on the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="M:UnityEngine.NetworkViewID.ToString()">
			<summary>Returns a formatted string with details on this NetworkViewID.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Single,System.Int32)">
			<summary>Sample the NavMesh closest to the point specified.</summary>
		</member>
		<member name="T:UnityEngine.LightProbes">
			<summary>Stores light probes for the scene.</summary>
		</member>
		<member name="M:UnityEngine.WheelJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.positions">
			<summary>Positions of the baked light probes.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="T:UnityEngine.Ping">
			<summary>Ping any given IP address (given in dot notation).</summary>
		</member>
		<member name="T:UnityEngine.PhysicsMaterial2D">
			<summary>Asset type that defines the surface properties of a Collider2D.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetLayerCost(System.Int32)">
			<summary>Gets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.coefficients">
			<summary>Coefficients of the baked light probes. The coefficients represent a 3-band RGB spherical harmonics probe, with a total of 27 floats per light probe, laid out: rgbrgbrgb...</summary>
		</member>
		<member name="P:UnityEngine.Ping.isDone">
			<summary>Has the ping function completed?</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.count">
			<summary>The number of light probes.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.bounciness">
			<summary>The degree of elasticity during collisions.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetNavMeshLayerFromName(System.String)">
			<summary>Returns the layer index for a named layer.</summary>
		</member>
		<member name="P:UnityEngine.Ping.time">
			<summary>This property contains the ping time result after isDone returns true.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.cellCount">
			<summary>The number of cells (tetrahedra + outer cells) the space is divided to.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.friction">
			<summary>Coefficient of friction.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculateTriangulation()">
			<summary>Triangulation of the current navmesh.</summary>
		</member>
		<member name="P:UnityEngine.Ping.ip">
			<summary>The IP target of the ping.</summary>
		</member>
		<member name="M:UnityEngine.LightProbes.GetInterpolatedLightProbe(UnityEngine.Vector3,UnityEngine.Renderer,System.Single[])">
			<summary>Returns spherical harmonics coefficients of a light probe at the given position. The light probe is interpolated from the light probes baked.</summary>
		</member>
		<member name="T:UnityEngine.ObstacleAvoidanceType">
			<summary>Level of obstacle avoidance.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLink">
			<summary>Link allowing movement outside the planar navigation mesh.</summary>
		</member>
		<member name="T:UnityEngine.LightmapSettings">
			<summary>Stores lightmaps of the scene.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshAgent">
			<summary>Navigation mesh agent.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.activated">
			<summary>Is link active.</summary>
		</member>
		<member name="T:UnityEngine.NetworkView">
			<summary>The network view is the binding material of multiplayer games.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmaps">
			<summary>Lightmap array.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.observed">
			<summary>The component the network view is observing.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.destination">
			<summary>Destination point for the agent to navigate towards.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.occupied">
			<summary>Is link occupied. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.stoppingDistance">
			<summary>Stop within this distance from the target position.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.costOverride">
			<summary>Modify pathfinding cost for the link.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.stateSynchronization">
			<summary>The type of NetworkStateSynchronization set for this network view.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmapsMode">
			<summary>Single, Dual or Directional lightmaps rendering mode.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.viewID">
			<summary>The ViewID of this network view.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.velocity">
			<summary>The current velocity of the NavMeshAgent component.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.biDirectional">
			<summary>Can link be traversed in both directions.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.bakedColorSpace">
			<summary>Color space of the lightmap.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.navMeshLayer">
			<summary>NavMeshLayer for this OffMeshLink component.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextPosition">
			<summary>The next position on the path.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.group">
			<summary>The network group number of this network view.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightProbes">
			<summary>Holds all data needed by the light probes.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.autoUpdatePositions">
			<summary>Automatically update endpoints.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.isMine">
			<summary>Is the network view controlled by this object?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.steeringTarget">
			<summary>The current steering target - usually the next corner or end point of the current path. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.GeometryUtility">
			<summary>Utility class for common geometric functions.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.owner">
			<summary>The NetworkPlayer who owns this network view.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.desiredVelocity">
			<summary>The desired velocity of the agent including any potential contribution from avoidance. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.startTransform">
			<summary>The transform representing link start position.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.remainingDistance">
			<summary>The distance between the agent's position and the destination on the current path. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLink.endTransform">
			<summary>The transform representing link end position.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.RPCMode,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.NetworkPlayer,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.baseOffset">
			<summary>The relative vertical displacement of the owning GameObject.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)">
			<summary>Returns true if bounds are inside the plane array.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.SetScope(UnityEngine.NetworkPlayer,System.Boolean)">
			<summary>Set the scope of the network view in relation to a specific network player.</summary>
		</member>
		<member name="M:UnityEngine.OffMeshLink.UpdatePositions()">
			<summary>Explicitly update the link endpoints.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isOnOffMeshLink">
			<summary>Is the agent currently positioned on an OffMeshLink? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.ScreenOrientation">
			<summary>Describes screen orientation.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.Find(UnityEngine.NetworkViewID)">
			<summary>Find a network view based on a NetworkViewID.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.currentOffMeshLinkData">
			<summary>The current OffMeshLinkData.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPathStatus">
			<summary>Status of path.</summary>
		</member>
		<member name="T:UnityEngine.Screen">
			<summary>Access to display information.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextOffMeshLinkData">
			<summary>The next OffMeshLinkData on the current path.</summary>
		</member>
		<member name="T:UnityEngine.Network">
			<summary>The network class is at the heart of the network implementation and provides the core functions.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPath">
			<summary>A path as calculated by the navigation system.</summary>
		</member>
		<member name="P:UnityEngine.Screen.resolutions">
			<summary>All fullscreen resolutions supported by the monitor (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoTraverseOffMeshLink">
			<summary>Should the agent move via OffMeshLinks automatically?</summary>
		</member>
		<member name="P:UnityEngine.Network.incomingPassword">
			<summary>Set the password for the server (for incoming connections).</summary>
		</member>
		<member name="P:UnityEngine.Screen.currentResolution">
			<summary>The current screen resolution (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.corners">
			<summary>Corner points of the path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoBraking">
			<summary>Should the agent brake automatically to avoid overshooting the destination point?</summary>
		</member>
		<member name="P:UnityEngine.Network.logLevel">
			<summary>Set the log level for network messages (default is Off).</summary>
		</member>
		<member name="P:UnityEngine.Screen.showCursor">
			<summary>Should the cursor be visible?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.status">
			<summary>Status of the path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoRepath">
			<summary>Should the agent attempt to acquire a new path if the existing path becomes invalid?</summary>
		</member>
		<member name="M:UnityEngine.NavMeshPath.ClearCorners()">
			<summary>Erase all corner points from path.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.hasPath">
			<summary>Does the agent currently have a path? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Network.connections">
			<summary>All connected players.</summary>
		</member>
		<member name="P:UnityEngine.Screen.lockCursor">
			<summary>Should the cursor be locked?</summary>
		</member>
		<member name="P:UnityEngine.Screen.width">
			<summary>The current width of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Network.player">
			<summary>Get the local NetworkPlayer instance.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshObstacle">
			<summary>An obstacle for NavMeshAgents to avoid.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathPending">
			<summary>Is a path in the process of being computed but not yet ready? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.height">
			<summary>Height of the obstacle's cylinder shape.</summary>
		</member>
		<member name="P:UnityEngine.Network.isClient">
			<summary>Returns true if your peer type is client.</summary>
		</member>
		<member name="P:UnityEngine.Screen.height">
			<summary>The current height of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isPathStale">
			<summary>Is the current path stale. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.radius">
			<summary>Radius of the obstacle's cylinder shape.</summary>
		</member>
		<member name="P:UnityEngine.Network.isServer">
			<summary>Returns true if your peer type is server.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathStatus">
			<summary>The status of the current path (complete, partial or invalid).</summary>
		</member>
		<member name="P:UnityEngine.Screen.dpi">
			<summary>The current DPI of the screen / device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.velocity">
			<summary>Velocity at which the obstacle moves around the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.Screen.fullScreen">
			<summary>Is the game running fullscreen?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.path">
			<summary>Property to get and set the current path.</summary>
		</member>
		<member name="P:UnityEngine.Network.peerType">
			<summary>The status of the peer type, i.e. if it is disconnected, connecting, server or client.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortrait">
			<summary>Allow auto-rotation to portrait?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carving">
			<summary>Should this obstacle make a cut-out in the navmesh.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.walkableMask">
			<summary>Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).</summary>
		</member>
		<member name="P:UnityEngine.Network.sendRate">
			<summary>The default send rate of network updates for all Network Views.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.speed">
			<summary>Maximum movement speed when following a path.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carvingMoveThreshold">
			<summary>Threshold distance for updating a moving carved hole (when carving is enabled).</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown">
			<summary>Allow auto-rotation to portrait, upside down?</summary>
		</member>
		<member name="P:UnityEngine.Network.isMessageQueueRunning">
			<summary>Enable or disable the processing of network messages.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeLeft">
			<summary>Allow auto-rotation to landscape left?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.angularSpeed">
			<summary>Maximum turning speed in (deg/s) while following a path.</summary>
		</member>
		<member name="P:UnityEngine.Network.time">
			<summary>Get the current network time (seconds).</summary>
		</member>
		<member name="T:UnityEngine.AudioSpeakerMode">
			<summary>These are speaker types defined for use with AudioSettings.speakerMode.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeRight">
			<summary>Allow auto-rotation to landscape right?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.acceleration">
			<summary>The maximum acceleration of an agent as it follows a path, given in units / sec^2.</summary>
		</member>
		<member name="P:UnityEngine.Network.minimumAllocatableViewIDs">
			<summary>Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.</summary>
		</member>
		<member name="T:UnityEngine.AudioSettings">
			<summary>Controls the global audio settings from script.</summary>
		</member>
		<member name="P:UnityEngine.Screen.orientation">
			<summary>Specifies logical orientation of the screen.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updatePosition">
			<summary>Should the agent update the transform position?</summary>
		</member>
		<member name="P:UnityEngine.Network.natFacilitatorIP">
			<summary>The IP address of the NAT punchthrough facilitator.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.driverCaps">
			<summary>Returns the speaker mode capability of the current audio driver. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Screen.sleepTimeout">
			<summary>A power saving setting, allowing the screen to dim some time after the last active user interaction.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updateRotation">
			<summary>Should the agent update the transform orientation?</summary>
		</member>
		<member name="P:UnityEngine.Network.natFacilitatorPort">
			<summary>The port of the NAT punchthrough facilitator.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.speakerMode">
			<summary>Sets or gets the current speaker mode. Default is 2 channel stereo.</summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.radius">
			<summary>The avoidance radius for the agent.</summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="P:UnityEngine.Network.connectionTesterIP">
			<summary>The IP address of the connection tester used in Network.TestConnection.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.dspTime">
			<summary>Returns the current time of the audio system.</summary>
		</member>
		<member name="P:UnityEngine.Network.connectionTesterPort">
			<summary>The port of the connection tester used in Network.TestConnection.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.height">
			<summary>The height of the agent for purposes of passing under obstacles, etc.</summary>
		</member>
		<member name="T:UnityEngine.SleepTimeout">
			<summary>Constants for special values of Screen.sleepTimeout.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.outputSampleRate">
			<summary>Get and set the mixer's current output rate.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.obstacleAvoidanceType">
			<summary>The level of quality of avoidance.</summary>
		</member>
		<member name="P:UnityEngine.Network.maxConnections">
			<summary>Set the maximum amount of connections/players allowed.</summary>
		</member>
		<member name="T:UnityEngine.GL">
			<summary>Low-level graphics library.</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.SetDSPBufferSize(System.Int32,System.Int32)">
			<summary>Get or set the mixer's buffer size in samples.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.avoidancePriority">
			<summary>The avoidance priority level.</summary>
		</member>
		<member name="P:UnityEngine.Network.proxyIP">
			<summary>The IP address of the proxy server.</summary>
		</member>
		<member name="P:UnityEngine.Network.proxyPort">
			<summary>The port of the proxy server.</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.GetDSPBufferSize(System.Int32&,System.Int32&)">
			<summary>Get or set the mixer's buffer size in samples.</summary>
		</member>
		<member name="P:UnityEngine.GL.modelview">
			<summary>The current modelview matrix.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetDestination(UnityEngine.Vector3)">
			<summary>Sets or updates the destination thus triggering the calculation for a new path.</summary>
		</member>
		<member name="P:UnityEngine.GL.wireframe">
			<summary>Should rendering be done in wireframe?</summary>
		</member>
		<member name="T:UnityEngine.AudioType">
			<summary>Type of the imported(native) data.</summary>
		</member>
		<member name="P:UnityEngine.Network.useProxy">
			<summary>Indicate if proxy support is needed, in which case traffic is relayed through the proxy server.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ActivateCurrentOffMeshLink(System.Boolean)">
			<summary>Enables or disables the current off-mesh link.</summary>
		</member>
		<member name="P:UnityEngine.GL.sRGBWrite">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Network.proxyPassword">
			<summary>Set the proxy server password.</summary>
		</member>
		<member name="T:UnityEngine.AudioClip">
			<summary>A container for audio data.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CompleteOffMeshLink()">
			<summary>Follow the current OffMeshLink.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32,System.Boolean)">
			<summary>Initialize the server.</summary>
		</member>
		<member name="M:UnityEngine.GL.Vertex3(System.Single,System.Single,System.Single)">
			<summary>Submit a vertex.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeServer(System.Int32,System.Int32)">
			<summary>Initialize the server.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.length">
			<summary>The length of the audio clip in seconds. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GL.Vertex(UnityEngine.Vector3)">
			<summary>Submit a vertex.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Warp(UnityEngine.Vector3)">
			<summary>Warps agent to the provided position.</summary>
		</member>
		<member name="M:UnityEngine.Network.InitializeSecurity()">
			<summary>Initializes security layer.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.samples">
			<summary>The length of the audio clip in samples. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Move(UnityEngine.Vector3)">
			<summary>Apply relative movement to current position.</summary>
		</member>
		<member name="M:UnityEngine.GL.Color(UnityEngine.Color)">
			<summary>Sets current vertex color.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.Int32)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.Int32,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String[],System.Int32)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String[],System.Int32,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(System.String,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.channels">
			<summary>Channels in audio clip. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(UnityEngine.HostData)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.Network.Connect(UnityEngine.HostData,System.String)">
			<summary>Connect to the specified host (ip or domain name) and server port.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord(UnityEngine.Vector3)">
			<summary>Sets current texture coordinate (v.x,v.y,v.z) for all texture units.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop(System.Boolean)">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop()">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.frequency">
			<summary>Sample frequency. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Network.Disconnect(System.Int32)">
			<summary>Close all open connections and shuts down the network interface.</summary>
		</member>
		<member name="M:UnityEngine.Network.Disconnect()">
			<summary>Close all open connections and shuts down the network interface.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord2(System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y) for all texture units.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Resume()">
			<summary>Resumes the movement along the current path after a pause.</summary>
		</member>
		<member name="P:UnityEngine.AudioClip.isReadyToPlay">
			<summary>Is a streamed audio clip ready to play? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Network.CloseConnection(UnityEngine.NetworkPlayer,System.Boolean)">
			<summary>Close the connection to another system.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ResetPath()">
			<summary>Clears the current path.</summary>
		</member>
		<member name="M:UnityEngine.GL.TexCoord3(System.Single,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y,z) for all texture units.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.GetData(System.Single[],System.Int32)">
			<summary>Fills an array with sample data from the clip.</summary>
		</member>
		<member name="M:UnityEngine.Network.AllocateViewID()">
			<summary>Query for the next available network view ID number and allocate it (reserve).</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord2(System.Int32,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y) for the actual texture unit.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.SetData(System.Single[],System.Int32)">
			<summary>Set sample data in a clip.</summary>
		</member>
		<member name="M:UnityEngine.Network.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Network instantiate a prefab.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetPath(UnityEngine.NavMeshPath)">
			<summary>Assign a new path to this agent.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord3(System.Int32,System.Single,System.Single,System.Single)">
			<summary>Sets current texture coordinate (x,y,z) to the actual texture unit.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.FindClosestEdge(UnityEngine.NavMeshHit&)">
			<summary>Locate the closest NavMesh edge.</summary>
		</member>
		<member name="M:UnityEngine.Network.Destroy(UnityEngine.NetworkViewID)">
			<summary>Destroy the object associated with this view ID across the network.</summary>
		</member>
		<member name="M:UnityEngine.Network.Destroy(UnityEngine.GameObject)">
			<summary>Destroy the object associated with this view ID across the network.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.AudioClip.Create(System.String,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,UnityEngine.AudioClip/PCMReaderCallback,UnityEngine.AudioClip/PCMSetPositionCallback)">
			<summary>Creates a user AudioClip with a name and with the given length in samples, channels and frequency.</summary>
		</member>
		<member name="M:UnityEngine.Network.DestroyPlayerObjects(UnityEngine.NetworkPlayer)">
			<summary>Destroy all the objects based on view IDs belonging to this player.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Raycast(UnityEngine.Vector3,UnityEngine.NavMeshHit&)">
			<summary>Trace a straight path towards a target postion in the NavMesh without moving the agent.</summary>
		</member>
		<member name="M:UnityEngine.GL.MultiTexCoord(System.Int32,UnityEngine.Vector3)">
			<summary>Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.</summary>
		</member>
		<member name="T:UnityEngine.AudioVelocityUpdateMode">
			<summary>Describes when an AudioSource or AudioListener is updated.</summary>
		</member>
		<member name="M:UnityEngine.GL.Begin(System.Int32)">
			<summary>Begin drawing 3D primitives.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CalculatePath(UnityEngine.Vector3,UnityEngine.NavMeshPath)">
			<summary>Calculate a path to a specified point and store the resulting path.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkPlayer,System.Int32)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCs(UnityEngine.NetworkViewID)">
			<summary>Remove all RPC functions which belong to this player ID.</summary>
		</member>
		<member name="T:UnityEngine.AudioListener">
			<summary>Representation of a listener in 3D space.</summary>
		</member>
		<member name="M:UnityEngine.Network.RemoveRPCsInGroup(System.Int32)">
			<summary>Remove all RPC functions which belong to given group number.</summary>
		</member>
		<member name="M:UnityEngine.GL.End()">
			<summary>End drawing 3D primitives.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SamplePathPosition(System.Int32,System.Single,UnityEngine.NavMeshHit&)">
			<summary>Sample a position along the current path.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetLevelPrefix(System.Int32)">
			<summary>Set the level prefix which will then be prefixed to all network ViewID numbers.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.volume">
			<summary>Controls the game sound volume (0.0 to 1.0).</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadOrtho()">
			<summary>Helper function to set up an ortho perspective transform.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.GetLayerCost(System.Int32)">
			<summary>Gets the cost for crossing ground of a particular type.</summary>
		</member>
		<member name="M:UnityEngine.Network.GetLastPing(UnityEngine.NetworkPlayer)">
			<summary>The last ping time to the given player in milliseconds.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.pause">
			<summary>The paused state of the audio system.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadPixelMatrix()">
			<summary>Setup a matrix for pixel-correct rendering.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadPixelMatrix(System.Single,System.Single,System.Single,System.Single)">
			<summary>Setup a matrix for pixel-correct rendering.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.velocityUpdateMode">
			<summary>This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="M:UnityEngine.Network.GetAveragePing(UnityEngine.NetworkPlayer)">
			<summary>The last average ping time to the given player in milliseconds.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkType">
			<summary>Link type specifier.</summary>
		</member>
		<member name="M:UnityEngine.GL.Viewport(UnityEngine.Rect)">
			<summary>Set the rendering viewport.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetReceivingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
			<summary>Enable or disables the reception of messages in a specific group number from a specific player.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadProjectionMatrix(UnityEngine.Matrix4x4)">
			<summary>Load an arbitrary matrix to the current projection matrix.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkData">
			<summary>State of OffMeshLink.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetSendingEnabled(System.Int32,System.Boolean)">
			<summary>Enables or disables transmission of messages and RPC calls on a specific network group number.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.Network.SetSendingEnabled(UnityEngine.NetworkPlayer,System.Int32,System.Boolean)">
			<summary>Enables or disables transmission of messages and RPC calls on a specific network group number.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.valid">
			<summary>Is link valid (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GL.LoadIdentity()">
			<summary>Load the identity matrix to the current modelview matrix.</summary>
		</member>
		<member name="T:UnityEngine.FFTWindow">
			<summary>Spectrum analysis windowing types.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnection(System.Boolean)">
			<summary>Test this machines network connection.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnection()">
			<summary>Test this machines network connection.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.activated">
			<summary>Is link active (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GL.MultMatrix(UnityEngine.Matrix4x4)">
			<summary>Multiplies the current modelview matrix with the one specified.</summary>
		</member>
		<member name="T:UnityEngine.AudioRolloffMode">
			<summary>Rolloff modes that a 3D sound can have in an audio source.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnectionNAT(System.Boolean)">
			<summary>Test the connecction specifically for NAT punchthrough connectivity.</summary>
		</member>
		<member name="M:UnityEngine.Network.TestConnectionNAT()">
			<summary>Test the connecction specifically for NAT punchthrough connectivity.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.linkType">
			<summary>Link type specifier (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GL.PushMatrix()">
			<summary>Saves both projection and modelview matrices to the matrix stack.</summary>
		</member>
		<member name="T:UnityEngine.AudioSource">
			<summary>A representation of audio sources in 3D.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.startPos">
			<summary>Link start world position (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Network.HavePublicAddress()">
			<summary>Check if this machine has a public IP address.</summary>
		</member>
		<member name="M:UnityEngine.GL.PopMatrix()">
			<summary>Restores both projection and modelview matrices off the top of the matrix stack.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.volume">
			<summary>The volume of the audio source (0.0 to 1.0).</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.endPos">
			<summary>Link end world position (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GL.GetGPUProjectionMatrix(UnityEngine.Matrix4x4,System.Boolean)">
			<summary>Compute GPU projection matrix from camera's projection matrix.</summary>
		</member>
		<member name="T:UnityEngine.BitStream">
			<summary>The BitStream class represents seralized variables, packed into a stream.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pitch">
			<summary>The pitch of the audio source.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.offMeshLink">
			<summary>The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GL.SetRevertBackfacing(System.Boolean)">
			<summary>Select whether to invert the backface culling (true) or not (false).</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isReading">
			<summary>Is the BitStream currently being read? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.time">
			<summary>Playback position in seconds.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshHit">
			<summary>Result information for NavMesh queries.</summary>
		</member>
		<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color)">
			<summary>Clear the current render buffer.</summary>
		</member>
		<member name="M:UnityEngine.GL.Clear(System.Boolean,System.Boolean,UnityEngine.Color,System.Single)">
			<summary>Clear the current render buffer.</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isWriting">
			<summary>Is the BitStream currently being written? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.timeSamples">
			<summary>Playback position in PCM samples.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.position">
			<summary>Position of hit.</summary>
		</member>
		<member name="M:UnityEngine.GL.ClearWithSkybox(System.Boolean,UnityEngine.Camera)">
			<summary>Clear the current render buffer with camera's skybox.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.clip">
			<summary>The default AudioClip to play.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Boolean&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Char&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int16&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int32&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.normal">
			<summary>Normal at the point of hit.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.GL.InvalidateState()">
			<summary>Invalidate the internally cached renderstates.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkPlayer&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkViewID&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.String&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.isPlaying">
			<summary>Is the clip playing right now (Read Only)?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.distance">
			<summary>Distance to the point of hit.</summary>
		</member>
		<member name="M:UnityEngine.GL.IssuePluginEvent(System.Int32)">
			<summary>Send a user-defined event to a native code plugin.</summary>
		</member>
		<member name="T:UnityEngine.RPC">
			<summary>Attribute for setting up RPC functions.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.loop">
			<summary>Is the audio clip looping?</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.mask">
			<summary>Mask specifying NavMeshLayers at point of hit.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerVolume">
			<summary>This makes the audio source not take into account the volume of the audio listener.</summary>
		</member>
		<member name="T:UnityEngine.MeshRenderer">
			<summary>Renders meshes inserted by the MeshFilter or TextMesh.</summary>
		</member>
		<member name="T:UnityEngine.HostData">
			<summary>This is the data structure for holding individual host information.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.hit">
			<summary>Flag set when hit.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.playOnAwake">
			<summary>If set to true, the audio source will automatically start playing on awake.</summary>
		</member>
		<member name="T:UnityEngine.StaticBatchingUtility">
			<summary>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</summary>
		</member>
		<member name="P:UnityEngine.HostData.useNat">
			<summary>Does this server require NAT punchthrough?</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerPause">
			<summary>Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="T:UnityEngine.WrapMode">
			<summary>Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameType">
			<summary>The type of the game (like "MyUniqueGameType").</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectTransformsToLDR">
			<summary>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.velocityUpdateMode">
			<summary>Whether the Audio Source should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="T:UnityEngine.AnimationEvent">
			<summary>AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectOpaque">
			<summary>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameName">
			<summary>The name of the game (like John Doe's Game).</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.panLevel">
			<summary>Sets how much the 3d engine has an effect on the channel.</summary>
		</member>
		<member name="P:UnityEngine.HostData.connectedPlayers">
			<summary>Currently connected players.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.stringParameter">
			<summary>String parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassEffects">
			<summary>Bypass effects (Applied from filter components or global listener filters).</summary>
		</member>
		<member name="T:UnityEngine.Texture">
			<summary>Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.</summary>
		</member>
		<member name="P:UnityEngine.HostData.playerLimit">
			<summary>Maximum players limit.</summary>
		</member>
		<member name="P:UnityEngine.Texture.width">
			<summary>Width of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.floatParameter">
			<summary>Float parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassListenerEffects">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassReverbZones">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Texture.height">
			<summary>Height of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.intParameter">
			<summary>Int parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="P:UnityEngine.HostData.ip">
			<summary>Server IP address.</summary>
		</member>
		<member name="P:UnityEngine.HostData.port">
			<summary>Server port.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.objectReferenceParameter">
			<summary>Object reference parameter that is stored in the event and will be sent to the function.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.dopplerLevel">
			<summary>Sets the Doppler scale for this AudioSource.</summary>
		</member>
		<member name="P:UnityEngine.Texture.filterMode">
			<summary>Filtering mode of the texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.spread">
			<summary>Sets the spread angle a 3d stereo or multichannel sound in speaker space.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.functionName">
			<summary>The name of the function that will be called.</summary>
		</member>
		<member name="P:UnityEngine.HostData.passwordProtected">
			<summary>Does the server require a password?</summary>
		</member>
		<member name="P:UnityEngine.Texture.anisoLevel">
			<summary>Anisotropic filtering level of the texture.</summary>
		</member>
		<member name="P:UnityEngine.HostData.comment">
			<summary>A miscellaneous comment (can hold data).</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.priority">
			<summary>Sets the priority of the AudioSource.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.time">
			<summary>The time at which the event will be fired off.</summary>
		</member>
		<member name="P:UnityEngine.Texture.wrapMode">
			<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.mute">
			<summary>Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.</summary>
		</member>
		<member name="P:UnityEngine.HostData.guid">
			<summary>The GUID of the host, needed when connecting with NAT punchthrough.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.messageOptions">
			<summary>Function call options.</summary>
		</member>
		<member name="P:UnityEngine.Texture.mipMapBias">
			<summary>Mip map bias of the texture.</summary>
		</member>
		<member name="P:UnityEngine.AnimationEvent.animationState">
			<summary>The animation state that fired this event (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.minDistance">
			<summary>Within the Min distance the AudioSource will cease to grow louder in volume.</summary>
		</member>
		<member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)">
			<summary>Sets Anisotropic limits.</summary>
		</member>
		<member name="T:UnityEngine.MasterServer">
			<summary>The Master Server is used to make matchmaking between servers and clients easy.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.maxDistance">
			<summary>(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.ipAddress">
			<summary>The IP address of the master server.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClip">
			<summary>Stores keyframe based animations.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTexturePtr()">
			<summary>Retrieve native ('hardware') pointer to a texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pan">
			<summary>Sets a channels pan position linearly. Only works for 2D clips.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.port">
			<summary>The connection port of the master server.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.length">
			<summary>Animation length in seconds. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.rolloffMode">
			<summary>Sets/Gets how the AudioSource attenuates over distance.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTextureID()">
			<summary>Retrieve native ('hardware') handle to a texture.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.updateRate">
			<summary>Set the minimum update rate for master server host information update.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.frameRate">
			<summary>Frame rate at which keyframes are sampled. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.Texture2D">
			<summary>Class for texture handling.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play(System.UInt64)">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play()">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.dedicatedServer">
			<summary>Report this machine as a dedicated server.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.mipmapCount">
			<summary>How many mipmap levels are in this texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.wrapMode">
			<summary>Sets the default wrap mode used in the animation state.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayDelayed(System.Single)">
			<summary>Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.</summary>
		</member>
		<member name="P:UnityEngine.AnimationClip.localBounds">
			<summary>AABB of this Animation Clip in local space of Animation component that it is attached too.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RequestHostList(System.String)">
			<summary>Request a host list from the master server.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayScheduled(System.Double)">
			<summary>Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledStartTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will start.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.PollHostList()">
			<summary>Check for the latest host list received by using MasterServer.RequestHostList.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.SetCurve(System.String,System.Type,System.String,UnityEngine.AnimationCurve)">
			<summary>Assigns the curve to animate a specific property.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.EnsureQuaternionContinuity()">
			<summary>In order to insure better interpolation of quaternions, call this function after you are finished setting animation curves.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledEndTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)">
			<summary>Creates Unity Texture on top of already inited native texture object.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.ClearCurves()">
			<summary>Clears all curves from the clip.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Stop()">
			<summary>Stops playing the clip.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)">
			<summary>Updates Unity Texture to use different native texture object.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.UnregisterHost()">
			<summary>Unregister this server from the master server.</summary>
		</member>
		<member name="M:UnityEngine.AnimationClip.AddEvent(UnityEngine.AnimationEvent)">
			<summary>Adds an animation event to the clip.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Pause()">
			<summary>Pauses playing the clip.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (x,y).</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.ClearHostList()">
			<summary>Clear the host list which was received by MasterServer.PollHostList.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (x, y).</summary>
		</member>
		<member name="T:UnityEngine.NetworkMessageInfo">
			<summary>This data structure contains information on a message just received from the network.</summary>
		</member>
		<member name="T:UnityEngine.Keyframe">
			<summary>A single keyframe that can be injected into an animation curve.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip,System.Single)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.time">
			<summary>The time of the keyframe.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)">
			<summary>Returns filtered pixel color at normalized coordinates (u, v).</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3,System.Single)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.timestamp">
			<summary>The time stamp when the Message was sent in seconds.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.value">
			<summary>The value of the curve at keyframe.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.sender">
			<summary>The player who sent this network message (owner).</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.networkView">
			<summary>The NetworkView who sent this message.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.inTangent">
			<summary>Describes the tangent when approaching this point from the previous point in the curve.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.outTangent">
			<summary>Describes the tangent when leaving this point towards the next point in the curve.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadImage(System.Byte[])">
			<summary>Loads an image from a byte array.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderMode">
			<summary>The rendering mode for particle systems (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.tangentMode">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemSimulationSpace">
			<summary>The space to simulate particles in.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbPreset">
			<summary>Reverb presets used by the Reverb Zone class and the audio reverb filter.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AnimationCurve">
			<summary>A collection of curves form an AnimationClip.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels()">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem">
			<summary>Script interface for particle systems (Shuriken).</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbZone">
			<summary>Reverb Zones are used when you want to create location based ambient effects in the scene.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.keys">
			<summary>All keys defined in the animation curve.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32()">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.length">
			<summary>The number of keys in the curve. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startDelay">
			<summary>Start delay in seconds.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.preWrapMode">
			<summary>The behaviour of the animation before the first keyframe.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.minDistance">
			<summary>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.maxDistance">
			<summary>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isPlaying">
			<summary>Is the particle system playing right now ?</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.postWrapMode">
			<summary>The behaviour of the animation after the last keyframe.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)">
			<summary>Evaluate the curve at time.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isStopped">
			<summary>Is the particle system stopped right now ?</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.isPaused">
			<summary>Is the particle system paused right now ?</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Compress(System.Boolean)">
			<summary>Compress texture into DXT format.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.room">
			<summary>Room effect level (at mid frequencies).</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)">
			<summary>Removes the keyframe at index and inserts key.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.loop">
			<summary>Is the particle system looping?</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomHF">
			<summary>Relative room effect level at high frequencies.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)">
			<summary>Removes a key.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)">
			<summary>Read screen pixels into the saved texture data.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32)">
			<summary>Read screen pixels into the saved texture data.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.playOnAwake">
			<summary>If set to true, the particle system will automatically start playing on startup.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomLF">
			<summary>Relative room effect level at low frequencies.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)">
			<summary>Smooth the in and out tangents of the keyframe at index.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToPNG()">
			<summary>Encodes this texture into PNG format.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayTime">
			<summary>Reverberation decay time at mid frequencies.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)">
			<summary>A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.time">
			<summary>Playback position in seconds.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
			<summary>An ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayHFRatio">
			<summary>High-frequency to mid-frequency decay time ratio.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToJPG()">
			<summary>Encodes this texture into JPG format.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.duration">
			<summary>The duration of the particle system in seconds (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflections">
			<summary>Early reflections level relative to room effect.</summary>
		</member>
		<member name="T:UnityEngine.PlayMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="T:UnityEngine.Cubemap">
			<summary>Class for handling cube maps, Use this to create or modify existing cube map assets.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.playbackSpeed">
			<summary>The playback speed of the particle system. 1 is normal playback speed.</summary>
		</member>
		<member name="T:UnityEngine.QueueMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflectionsDelay">
			<summary>Initial reflection delay time.</summary>
		</member>
		<member name="P:UnityEngine.Cubemap.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.particleCount">
			<summary>The current number of particles (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AnimationBlendMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="T:UnityEngine.AnimationCullingType">
			<summary>This enum controlls culling of Animation component.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverb">
			<summary>Late reverberation level relative to room effect.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.safeCollisionEventSize">
			<summary>Safe array size for use with ParticleSystem.GetCollisionEvents.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbDelay">
			<summary>Late reverberation delay time relative to initial reflection.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="T:UnityEngine.Animation">
			<summary>The animation component is used to play back animations.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomRolloffFactor">
			<summary>Like rolloffscale in global settings, but for reverb room size effect.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.enableEmission">
			<summary>When set to false, the particle system will not emit particles.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.diffusion">
			<summary>Value that controls the echo density in the late reverberation decay.</summary>
		</member>
		<member name="P:UnityEngine.Animation.clip">
			<summary>The default animation.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="P:UnityEngine.Animation.playAutomatically">
			<summary>Should the default animation clip (Animation.clip) automatically start playing on startup.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.density">
			<summary>Value that controls the modal density in the late reverberation decay.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges()">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="P:UnityEngine.Animation.wrapMode">
			<summary>How should time beyond the playback range of the clip be treated?</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.emissionRate">
			<summary>The rate of emission.</summary>
		</member>
		<member name="P:UnityEngine.Animation.isPlaying">
			<summary>Are we playing any animations?</summary>
		</member>
		<member name="T:UnityEngine.AudioLowPassFilter">
			<summary>The Audio Low Pass Filter filter passes low frequencies of an.</summary>
		</member>
		<member name="T:UnityEngine.Texture3D">
			<summary>Class for handling 3D Textures, Use this to create 3D texture assets.</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.cutoffFrequency">
			<summary>Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="P:UnityEngine.Animation.animatePhysics">
			<summary>When turned on, animations will be executed in the physics loop. This is only useful in conjunction with kinematic rigidbodies.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startSpeed">
			<summary>The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="P:UnityEngine.Animation.cullingType">
			<summary>Controls culling of this Animation component.</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.lowpassResonaceQ">
			<summary>Determines how much the filter's self-resonance is dampened.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startSize">
			<summary>The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.depth">
			<summary>The depth of the texture.</summary>
		</member>
		<member name="P:UnityEngine.Animation.localBounds">
			<summary>AABB of this Animation animation component in local space.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AudioHighPassFilter">
			<summary>The Audio High Pass Filter passes high frequencies of an AudioSource and.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startColor">
			<summary>The initial color of particles when emitted.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels()">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.cutoffFrequency">
			<summary>Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Stop()">
			<summary>Stops all playing animations that were started with this Animation.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Stop(System.String)">
			<summary>Stops all playing animations that were started with this Animation.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startRotation">
			<summary>The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.highpassResonaceQ">
			<summary>Determines how much the filter's self-resonance isdampened.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Rewind(System.String)">
			<summary>Rewinds the animation named name.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Rewind()">
			<summary>Rewinds the animation named name.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>This function takes a color array and changes the pixel colors of the 3D texture.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[])">
			<summary>This function takes a color array and changes the pixel colors of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.startLifetime">
			<summary>The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system.</summary>
		</member>
		<member name="T:UnityEngine.AudioDistortionFilter">
			<summary>The Audio Distortion Filter distorts the sound from an AudioSource or.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Sample()">
			<summary>Samples animations at the current state.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.gravityModifier">
			<summary>Scale being applied to the gravity defined by Physics.gravity.</summary>
		</member>
		<member name="P:UnityEngine.AudioDistortionFilter.distortionLevel">
			<summary>Distortion value. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.Animation.IsPlaying(System.String)">
			<summary>Is the animation named name playing?</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.maxParticles">
			<summary>The maximum number of particles to emit.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply()">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play()">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(UnityEngine.PlayMode)">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.PlayMode)">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String)">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="T:UnityEngine.SparseTexture">
			<summary>Class for handling Sparse Textures.</summary>
		</member>
		<member name="T:UnityEngine.AudioEchoFilter">
			<summary>The Audio Echo Filter repeats a sound after a given Delay, attenuating.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.simulationSpace">
			<summary>This selects the space in which to simulate particles. It can be either world or local space.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single,UnityEngine.PlayMode)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String,System.Single)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFade(System.String)">
			<summary>Fades the animation with name animation in over a period of time seconds and fades other animations out.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.delay">
			<summary>Echo delay in ms. 10 to 5000. Default = 500.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileWidth">
			<summary>Get sparse texture tile width (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileHeight">
			<summary>Get sparse texture tile height (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String,System.Single,System.Single)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String,System.Single)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Blend(System.String)">
			<summary>Blends the animation named animation towards targetWeight over the next time seconds.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem.randomSeed">
			<summary>Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.decayRatio">
			<summary>Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.isCreated">
			<summary>Is the sparse texture actually created? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode,UnityEngine.PlayMode)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single,UnityEngine.QueueMode)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String,System.Single)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.CrossFadeQueued(System.String)">
			<summary>Cross fades an animation after previous animations has finished playing.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.wetMix">
			<summary>Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
			<summary>Update sparse texture tile with color values.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32)">
			<summary>Set the particles of this particle system. size is the number of particles that is set.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode,UnityEngine.PlayMode)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String,UnityEngine.QueueMode)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.Animation.PlayQueued(System.String)">
			<summary>Plays an animation after previous animations has finished playing.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])">
			<summary>Update sparse texture tile with raw pixel values.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)">
			<summary>Unload sparse texture tile.</summary>
		</member>
		<member name="T:UnityEngine.AudioChorusFilter">
			<summary>The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[])">
			<summary>Get the particles of this particle system. Returns the number of particles written to the input particle array.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32,System.Boolean)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="M:UnityEngine.Animation.AddClip(UnityEngine.AnimationClip,System.String,System.Int32,System.Int32)">
			<summary>Adds a clip to the animation with name newName.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.GetCollisionEvents(UnityEngine.GameObject,UnityEngine.ParticleSystem/CollisionEvent[])">
			<summary>Get the particle collision events for a GameObject. Returns the number of events written to the array.</summary>
		</member>
		<member name="M:UnityEngine.Animation.RemoveClip(UnityEngine.AnimationClip)">
			<summary>Remove clip from the animation list.</summary>
		</member>
		<member name="M:UnityEngine.Animation.RemoveClip(System.String)">
			<summary>Remove clip from the animation list.</summary>
		</member>
		<member name="T:UnityEngine.RenderTexture">
			<summary>Render textures are textures that can be rendered to.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix1">
			<summary>Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.Animation.GetClipCount()">
			<summary>Get the number of clips currently assigned to this animation.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(UnityEngine.AnimationPlayMode)">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.width">
			<summary>The width of the render texture in pixels.</summary>
		</member>
		<member name="M:UnityEngine.Animation.Play(System.String,UnityEngine.AnimationPlayMode)">
			<summary>Plays animation without any blending.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean)">
			<summary>Fastforwards the particle system by simulating particles over given period of time, then pauses it.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Play()">
			<summary>Plays the particle system.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix2">
			<summary>Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Play(System.Boolean)">
			<summary>Plays the particle system.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix3">
			<summary>Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.height">
			<summary>The height of the render texture in pixels.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Stop()">
			<summary>Stops playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean)">
			<summary>Stops playing the particle system.</summary>
		</member>
		<member name="T:UnityEngine.AnimationState">
			<summary>The AnimationState gives full control over animation blending.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.delay">
			<summary>Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depth">
			<summary>The precision of the render texture's depth buffer in bits (0, 16, 24 are supported).</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.enabled">
			<summary>Enables / disables the animation.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Pause()">
			<summary>Pauses playing the particle system.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Pause(System.Boolean)">
			<summary>Pauses playing the particle system.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.weight">
			<summary>The weight of animation.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.sRGB">
			<summary>Does this render texture use sRGB read / write (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.rate">
			<summary>Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Clear()">
			<summary>Remove all particles in the particle system.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Clear(System.Boolean)">
			<summary>Remove all particles in the particle system.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.wrapMode">
			<summary>Wrapping mode of the animation.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.depth">
			<summary>Chorus modulation depth. 0.0 to 1.0. Default = 0.03.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.format">
			<summary>The format of the render texture.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.IsAlive()">
			<summary>Does the system have any live particles (or will produce more)?</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.useMipMap">
			<summary>Use mipmaps on a render texture?</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.IsAlive(System.Boolean)">
			<summary>Does the system have any live particles (or will produce more)?</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.time">
			<summary>The current time of the animation.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.normalizedTime">
			<summary>The normalized time of the animation.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(System.Int32)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color32)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbFilter">
			<summary>The Audio Reverb Filter takes an Audio Clip and distortionates it in a.</summary>
		</member>
		<member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/Particle)">
			<summary>Emit count particles immediately.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.generateMips">
			<summary>Should mipmap levels be generated automatically?</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem/Particle">
			<summary>(Legacy Particle system).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isCubemap">
			<summary>If enabled, this Render Texture will be used as a Cubemap.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.speed">
			<summary>The playback speed of the animation. 1 is normal playback speed.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.dryLevel">
			<summary>Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderer">
			<summary>Renders particles on to the screen (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.normalizedSpeed">
			<summary>The normalized playback speed.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isVolume">
			<summary>If enabled, this Render Texture will be used as a Texture3D.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.renderMode">
			<summary>How particles are drawn.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.room">
			<summary>Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.volumeDepth">
			<summary>Volume extent of a 3D render texture.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.length">
			<summary>The length of the animation clip in seconds.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.lengthScale">
			<summary>How much are the particles stretched in their direction of motion.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.antiAliasing">
			<summary>The antialiasing level for the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.clip">
			<summary>The clip that is being played by this animation state.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomHF">
			<summary>Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.velocityScale">
			<summary>How much are the particles strectched depending on "how fast they move".</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomRolloff">
			<summary>Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.enableRandomWrite">
			<summary>Enable DX11 random access write into this render texture.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.colorBuffer">
			<summary>Color buffer of the render texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale">
			<summary>How much are the particles strected depending on the Camera's speed.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayTime">
			<summary>Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize">
			<summary>Clamp the maximum particle size.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depthBuffer">
			<summary>Depth buffer of the render texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.name">
			<summary>The name of the animation.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.mesh">
			<summary>Mesh used as particle instead of billboarded texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayHFRatio">
			<summary>Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.active">
			<summary>The active render texture.</summary>
		</member>
		<member name="P:UnityEngine.AnimationState.blendMode">
			<summary>Which blend mode should be used?</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsLevel">
			<summary>Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="T:UnityEngine.TextAsset">
			<summary>Text file assets.</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform,System.Boolean)">
			<summary>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.AddMixingTransform(UnityEngine.Transform)">
			<summary>Adds a transform which should be animated. This allows you to reduce the number of animations you have to create.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)">
			<summary>Release a temporary texture allocated with GetTemporary.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsDelay">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.text">
			<summary>The text contents of the .txt file as a string. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AnimationState.RemoveMixingTransform(UnityEngine.Transform)">
			<summary>Removes a transform which should be animated.</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.bytes">
			<summary>The raw bytes of the text asset. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Create()">
			<summary>Actually creates the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbLevel">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Release()">
			<summary>Releases the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbDelay">
			<summary>Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.</summary>
		</member>
		<member name="T:UnityEngine.GameObject">
			<summary>Base class for all entities in Unity scenes.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.IsCreated()">
			<summary>Is the render texture actually created?</summary>
		</member>
		<member name="M:UnityEngine.TextAsset.ToString()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.diffusion">
			<summary>Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="T:UnityEngine.SerializeField">
			<summary>Force Unity to serialize a private field.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents()">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.isStatic">
			<summary>Editor only API that specifies if a game object is static.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.density">
			<summary>Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.MarkRestoreExpected()">
			<summary>Indicate that there's a RenderTexture restore operation expected.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.transform">
			<summary>The Transform attached to this GameObject. (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.ISerializationCallbackReceiver">
			<summary>Interface to receive callbacks upon serialization and deserialization.</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize()">
			<summary>Implement this method to receive a callback after unity serialized your object.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.hfReference">
			<summary>Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)">
			<summary>Assigns this RenderTexture as a global shader property named propertyName.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody">
			<summary>The Rigidbody attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomLF">
			<summary>Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)">
			<summary>Does the RenderTexture have stencil buffer?</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()">
			<summary>See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody2D">
			<summary>The Rigidbody2D component attached to this GameObject. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.lFReference">
			<summary>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</summary>
		</member>
		<member name="T:UnityEngine.Shader">
			<summary>Shader scripts used for all rendering.</summary>
		</member>
		<member name="T:UnityEngine.GUIElement">
			<summary>Base class for images &amp; text strings displayed in a GUI.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)">
			<summary>Is a point on screen inside the element.</summary>
		</member>
		<member name="T:UnityEngine.Microphone">
			<summary>Use this class to record to an AudioClip using a connected microphone.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3)">
			<summary>Is a point on screen inside the element.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.camera">
			<summary>The Camera attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Shader.isSupported">
			<summary>Can this shader run on the end-users graphics card? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.light">
			<summary>The Light attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Microphone.devices">
			<summary>A list of available microphone devices, identified by name.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect()">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Shader.maximumLOD">
			<summary>Shader LOD level for this shader.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.animation">
			<summary>The Animation attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.GUITexture">
			<summary>A texture image used in a 2D GUI.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.Start(System.String,System.Boolean,System.Int32,System.Int32)">
			<summary>Start Recording with device.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.constantForce">
			<summary>The ConstantForce attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Shader.globalMaximumLOD">
			<summary>Shader LOD level for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.color">
			<summary>The color of the GUI texture.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.End(System.String)">
			<summary>Stops recording.</summary>
		</member>
		<member name="P:UnityEngine.Shader.renderQueue">
			<summary>Render queue of this shader. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GameObject.renderer">
			<summary>The Renderer attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Shader.Find(System.String)">
			<summary>Finds a shader with the given name.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.IsRecording(System.String)">
			<summary>Query if a device is currently recording.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.texture">
			<summary>The texture used for drawing.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.audio">
			<summary>The AudioSource attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.pixelInset">
			<summary>Pixel inset used for pixel adjustments for size and position.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiText">
			<summary>The GUIText attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetPosition(System.String)">
			<summary>Get the position in samples of the recording.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.networkView">
			<summary>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.border">
			<summary>The border defines the number of pixels from the edge that are not affected by scale.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetDeviceCaps(System.String,System.Int32&,System.Int32&)">
			<summary>Get the frequency capabilities of a device.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalColor(System.String,UnityEngine.Color)">
			<summary>Sets a global color property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalColor(System.Int32,UnityEngine.Color)">
			<summary>Sets a global color property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalVector(System.String,UnityEngine.Vector4)">
			<summary>Sets a global vector property for all shaders.</summary>
		</member>
		<member name="T:UnityEngine.TextAlignment">
			<summary>How multiline text should be aligned.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalVector(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a global vector property for all shaders.</summary>
		</member>
		<member name="T:UnityEngine.MovieTexture">
			<summary>Movie Textures (Pro only) are textures onto which movies are played back.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiTexture">
			<summary>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider">
			<summary>The Collider attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.TextAnchor">
			<summary>Where the anchor of the text is placed.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.audioClip">
			<summary>Returns the AudioClip belonging to the MovieTexture.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalFloat(System.String,System.Single)">
			<summary>Sets a global float property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalFloat(System.Int32,System.Single)">
			<summary>Sets a global float property for all shaders.</summary>
		</member>
		<member name="T:UnityEngine.GUIText">
			<summary>A text string displayed in a GUI.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider2D">
			<summary>The Collider2D component attached to this object.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.loop">
			<summary>Set this to true to make the movie loop.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.text">
			<summary>The text to display.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isPlaying">
			<summary>Returns whether the movie is playing or not.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.hingeJoint">
			<summary>The HingeJoint attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalInt(System.String,System.Int32)">
			<summary>Sets a global int property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.material">
			<summary>The Material to use for rendering.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleEmitter">
			<summary>The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalInt(System.Int32,System.Int32)">
			<summary>Sets a global int property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isReadyToPlay">
			<summary>If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.pixelOffset">
			<summary>The pixel offset of the text.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleSystem">
			<summary>The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalTexture(System.String,UnityEngine.Texture)">
			<summary>Sets a global texture property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.duration">
			<summary>The time, in seconds, that the movie takes to play back completely.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalTexture(System.Int32,UnityEngine.Texture)">
			<summary>Sets a global texture property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.layer">
			<summary>The layer the game object is in. A layer is in the range [0...31].</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Sets a global matrix property for all shaders.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Sets a global matrix property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.font">
			<summary>The font used for the text.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Play()">
			<summary>Starts playing the movie.</summary>
		</member>
		<member name="M:UnityEngine.Shader.SetGlobalBuffer(System.String,UnityEngine.ComputeBuffer)">
			<summary>Sets a global compute buffer property for all shaders.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeSelf">
			<summary>The local active state of this GameObject. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUIText.alignment">
			<summary>The alignment of the text.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Stop()">
			<summary>Stops playing the movie, and rewinds it to the beginning.</summary>
		</member>
		<member name="M:UnityEngine.Shader.PropertyToID(System.String)">
			<summary>Gets unique identifier for a shader property name.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeInHierarchy">
			<summary>Is the GameObject active in the scene?</summary>
		</member>
		<member name="P:UnityEngine.GUIText.anchor">
			<summary>The anchor of the text.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Pause()">
			<summary>Pauses playing the movie.</summary>
		</member>
		<member name="M:UnityEngine.Shader.WarmupAllShaders()">
			<summary>Fully load all shaders to prevent future performance hiccups.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.lineSpacing">
			<summary>The line spacing multiplier.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.tag">
			<summary>The tag of this game object.</summary>
		</member>
		<member name="T:UnityEngine.WebCamDevice">
			<summary>A structure describing the webcam device.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.tabSize">
			<summary>The tab width multiplier.</summary>
		</member>
		<member name="T:UnityEngine.Material">
			<summary>The material class.</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.name">
			<summary>A human-readable name of the device. Varies across different systems.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SampleAnimation(UnityEngine.AnimationClip,System.Single)">
			<summary>Samples an animation at a given time for any animated properties.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.isFrontFacing">
			<summary>True if camera faces the same direction a screen does, false otherwise.</summary>
		</member>
		<member name="P:UnityEngine.Material.shader">
			<summary>The shader used by the material.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)">
			<summary>Creates a game object with a primitive mesh renderer and appropriate collider.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.Type)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent()">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.String)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="T:UnityEngine.WebCamTexture">
			<summary>WebCam Textures are textures onto which the live video input is rendered.</summary>
		</member>
		<member name="P:UnityEngine.Material.color">
			<summary>The main material's color.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren()">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTexture">
			<summary>The material's texture.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent()">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.isPlaying">
			<summary>Returns if the camera is currently playing.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureOffset">
			<summary>The texture offset of the main texture.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.deviceName">
			<summary>Set this to specify the name of the device to use.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureScale">
			<summary>The texture scale of the main texture.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedFPS">
			<summary>Set the requested frame rate of the camera device (in frames per second).</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents(System.Type)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents()">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedWidth">
			<summary>Set the requested width of the camera device.</summary>
		</member>
		<member name="T:UnityEngine.CharacterInfo">
			<summary>Info how to render a character from the font texture. See /Font.characterInfo/.</summary>
		</member>
		<member name="P:UnityEngine.Material.passCount">
			<summary>How many passes are in this material (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.requestedHeight">
			<summary>Set the requested height of the camera device.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren()">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.index">
			<summary>Unicode value of the character.</summary>
		</member>
		<member name="P:UnityEngine.Material.renderQueue">
			<summary>Render queue of this material.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.isReadable">
			<summary>Returns if the WebCamTexture is non-readable. (iOS only).</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent()">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.uv">
			<summary>UV coordinates for the character in the texture.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.devices">
			<summary>Return a list of available devices.</summary>
		</member>
		<member name="P:UnityEngine.Material.shaderKeywords">
			<summary>Additional shader keywords set by this material.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.vert">
			<summary>Screen coordinates for the character in generated text meshes.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SetActive(System.Boolean)">
			<summary>Activates/Deactivates the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.videoRotationAngle">
			<summary>Returns an clockwise angle, which can be used to rotate a polygon so camera contents are shown in correct orientation.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.width">
			<summary>How for to advance between the beginning of this charcater and the next.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.videoVerticallyMirrored">
			<summary>Returns if the texture image is vertically flipped.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CompareTag(System.String)">
			<summary>Is this game object tagged with /tag/?</summary>
		</member>
		<member name="P:UnityEngine.WebCamTexture.didUpdateThisFrame">
			<summary>Did the video buffer update this frame?</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.size">
			<summary>The size of the character or 0 if it is the default font size.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.String)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.Int32)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindWithTag(System.String)">
			<summary>Returns one active GameObject tagged tag. Returns null if no GameObject was found.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.style">
			<summary>The style of the character.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Play()">
			<summary>Starts the camera.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Pause()">
			<summary>Pauses the camera.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)">
			<summary>Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.String)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.Int32)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.flipped">
			<summary>Is the character flipped?</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.Stop()">
			<summary>Stops the camera.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="T:UnityEngine.Font">
			<summary>Script interface for font assets.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.String)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.Int32)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.MarkNonReadable()">
			<summary>Marks WebCamTexture as unreadable (no GetPixel* functions will be available (iOS only)).</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement offset of texture propertyName.</summary>
		</member>
		<member name="P:UnityEngine.Font.material">
			<summary>The material used for the font display.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixel(System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (x, y).</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Font.characterInfo">
			<summary>Access an array of all characters contained in the font texture.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels()">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureOffset(System.String)">
			<summary>Gets the placement offset of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels32(UnityEngine.Color32[])">
			<summary>Returns the pixels data in raw format.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.String)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="M:UnityEngine.WebCamTexture.GetPixels32()">
			<summary>Returns the pixels data in raw format.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.Type)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent()">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement scale of texture propertyName.</summary>
		</member>
		<member name="P:UnityEngine.Font.textureRebuildCallback">
			<summary>Set a function to be called when the dynamic font texture is rebuilt.</summary>
		</member>
		<member name="P:UnityEngine.Font.dynamic">
			<summary>Is the font a dynamic font.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureScale(System.String)">
			<summary>Gets the placement scale of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.Find(System.String)">
			<summary>Finds a game object by name and returns it.</summary>
		</member>
		<member name="T:UnityEngine.AvatarTarget">
			<summary>Target.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="M:UnityEngine.Font.HasCharacter(System.Char)">
			<summary>Does this font have a specific character?</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClipPair">
			<summary>This class define a pair of clip used by See Also: AnimationSet.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.String)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.Int32)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="T:UnityEngine.AvatarIKGoal">
			<summary>IK Goal.</summary>
		</member>
		<member name="F:UnityEngine.AnimationClipPair.originalClip">
			<summary>The original clip from the controller.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)">
			<summary>Returns the maximum number of verts that the text generator may return for a given string.</summary>
		</member>
		<member name="F:UnityEngine.AnimationClipPair.overrideClip">
			<summary>The override animation clip.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.String)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.Int32)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="T:UnityEngine.AnimationInfo">
			<summary>Information about what animation clips is played and its weight.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorOverrideController">
			<summary>Interface to control AnimatorOverrideController.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32,UnityEngine.FontStyle)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.AnimationInfo.clip">
			<summary>Animation clip that is played.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.runtimeAnimatorController">
			<summary>The Controller that the AnimatorOverrideController overrides.</summary>
		</member>
		<member name="T:UnityEngine.UICharInfo">
			<summary>Class that specifes some information about a renderable character.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.String)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.Int32)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.AnimationInfo.weight">
			<summary>The weight of the animation clip.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.clips">
			<summary>Returns the list of orignal clip from the controller and their override clip.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
			<summary>Set a ComputeBuffer value.</summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.cursorPos">
			<summary>Position of the character cursor in local (text generated) space.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorCullingMode">
			<summary>Culling mode for the Animator.</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.String)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.Int32)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorOverrideController.PerformOverrideClipListCleanup()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.charWidth">
			<summary>Character width.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUpdateMode">
			<summary>The update mode of the Animator.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="T:UnityEngine.UILineInfo">
			<summary>Information about a generated line of text.</summary>
		</member>
		<member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)">
			<summary>Interpolate properties between two materials.</summary>
		</member>
		<member name="T:UnityEngine.HumanBodyBones">
			<summary>Human Body Bones.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorStateInfo">
			<summary>Information about the current or next state.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.startCharIdx">
			<summary>Index of the first character in the line.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.height">
			<summary>Height of the line.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.nameHash">
			<summary>Name of the State.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetPass(System.Int32)">
			<summary>Activate the given pass for rendering.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.normalizedTime">
			<summary>Normalized time of the State.</summary>
		</member>
		<member name="T:UnityEngine.GUILayer">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)">
			<summary>Copy properties from other material into this material.</summary>
		</member>
		<member name="T:UnityEngine.Avatar">
			<summary>Avatar definition.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.length">
			<summary>Current duration of the state.</summary>
		</member>
		<member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)">
			<summary>Get the GUI element at a specific screen position.</summary>
		</member>
		<member name="M:UnityEngine.Material.EnableKeyword(System.String)">
			<summary>Set a shader keyword that is enabled by this material.</summary>
		</member>
		<member name="P:UnityEngine.Avatar.isValid">
			<summary>Return true if this avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.</summary>
		</member>
		<member name="T:UnityEngine.LOD">
			<summary>Structure for building a LOD for passing to the SetLODs function.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.tagHash">
			<summary>The Tag of the State.</summary>
		</member>
		<member name="M:UnityEngine.Material.DisableKeyword(System.String)">
			<summary>Unset a shader keyword.</summary>
		</member>
		<member name="P:UnityEngine.Avatar.isHuman">
			<summary>Return true if this avatar is a valid human avatar.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.loop">
			<summary>Is the state looping.</summary>
		</member>
		<member name="F:UnityEngine.LOD.screenRelativeTransitionHeight">
			<summary>The screen relative height to use for the transition [0-1].</summary>
		</member>
		<member name="T:UnityEngine.ProceduralProcessorUsage">
			<summary>The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).</summary>
		</member>
		<member name="T:UnityEngine.HumanTrait">
			<summary>Details of all the human bone and muscle types defined by Mecanim.</summary>
		</member>
		<member name="F:UnityEngine.LOD.renderers">
			<summary>List of renderers for this LOD level.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsName(System.String)">
			<summary>Does name match the name of the active state in the statemachine?</summary>
		</member>
		<member name="T:UnityEngine.ProceduralCacheSize">
			<summary>Substance memory budget.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.MuscleFromBone(System.Int32,System.Int32)">
			<summary>Obtain the muscle index for a particular bone index and "degree of freedom".</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsTag(System.String)">
			<summary>Does tag match the tag of the active state in the statemachine.</summary>
		</member>
		<member name="T:UnityEngine.LODGroup">
			<summary>LODGroup lets you group multiple Renderers into LOD levels.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralLoadingBehavior">
			<summary>ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.BoneFromMuscle(System.Int32)">
			<summary>Return the bone to which a particular muscle is connected.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorTransitionInfo">
			<summary>Information about the current transition.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.localReferencePoint">
			<summary>The local reference point against which the LOD distance is calculated.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.RequiredBone(System.Int32)">
			<summary>Is the bone a member of the minimal set of bones that Mecanim requires for a human model?</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyType">
			<summary>The type of a ProceduralProperty.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.nameHash">
			<summary>The unique name of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.size">
			<summary>The size of the LOD object in local space.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralOutputType">
			<summary>The type of generated image in a ProceduralMaterial.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMin(System.Int32)">
			<summary>Get the default minimum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.userNameHash">
			<summary>The user-specidied name of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.lodCount">
			<summary>The number of LOD levels.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMax(System.Int32)">
			<summary>Get the default maximum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.normalizedTime">
			<summary>Normalized time of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.enabled">
			<summary>Enable / Disable the LODGroup - Disabling will turn off all renderers.</summary>
		</member>
		<member name="T:UnityEngine.TreePrototype">
			<summary>Simple class that contains a pointer to a tree prototype.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyDescription">
			<summary>Describes a ProceduralProperty.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsName(System.String)">
			<summary>Does name match the name of the active Transition.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsUserName(System.String)">
			<summary>Does userName match the name of the active Transition.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.name">
			<summary>The name of the ProceduralProperty. Used to get and set the values.</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.prefab">
			<summary>Retrieves the actual GameObect used by the tree.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.RecalculateBounds()">
			<summary>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.bendFactor">
			<summary>Bend factor of the tree prototype.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.label">
			<summary>The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.</summary>
		</member>
		<member name="T:UnityEngine.MatchTargetWeightMask">
			<summary>To specify position and rotation weight mask for Animator::MatchTarget.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.SetLODS(UnityEngine.LOD[])">
			<summary>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.positionXYZWeight">
			<summary>Position XYZ weight.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.ForceLOD(System.Int32)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.group">
			<summary>The name of the GUI group. Used to display ProceduralProperties in groups.</summary>
		</member>
		<member name="T:UnityEngine.DetailRenderMode">
			<summary>Render mode for detail prototypes.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.type">
			<summary>The ProceduralPropertyType describes what type of property this is.</summary>
		</member>
		<member name="T:UnityEngine.DetailPrototype">
			<summary>Detail prototype used by the Terrain GameObject.</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.rotationWeight">
			<summary>Rotation weight.</summary>
		</member>
		<member name="T:UnityEngine.GradientColorKey">
			<summary>Color key used by Gradient.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.hasRange">
			<summary>If true, the Float or Vector property is constrained to values within a specified range.</summary>
		</member>
		<member name="T:UnityEngine.Animator">
			<summary>Interface to control the Mecanim animation system.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.color">
			<summary>Color of key.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototype">
			<summary>GameObject used by the DetailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.Animator.isOptimizable">
			<summary>Returns true if the current rig is optimizable with AnimatorUtility.OptimizeTransformHierarchy.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototypeTexture">
			<summary>Texture used by the DetailPrototype.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.minimum">
			<summary>If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="T:UnityEngine.GradientAlphaKey">
			<summary>Alpha key used by Gradient.</summary>
		</member>
		<member name="P:UnityEngine.Animator.isHuman">
			<summary>Returns true if the current rig is humanoid, false if it is generic.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.maximum">
			<summary>If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minWidth">
			<summary>Minimum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.alpha">
			<summary>Alpha alpha of key.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxWidth">
			<summary>Maximum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.step">
			<summary>Specifies the step size of this Float or Vector property. Zero is no step.</summary>
		</member>
		<member name="P:UnityEngine.Animator.hasRootMotion">
			<summary>Returns true if the current rig has root motion.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minHeight">
			<summary>Minimum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions">
			<summary>The available options for a ProceduralProperty of type Enum.</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="P:UnityEngine.Animator.humanScale">
			<summary>Returns the scale of the current Avatar for a humanoid rig, (1 by default if the rig is generic).</summary>
		</member>
		<member name="T:UnityEngine.Gradient">
			<summary>Gradient used for animating colors.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels">
			<summary>The names of the individual components of a Vector2/3/4 ProceduralProperty.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxHeight">
			<summary>Maximum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.Animator.deltaPosition">
			<summary>Gets the avatar delta position for the last evaluated frame.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.noiseSpread">
			<summary>How spread out is the noise for the DetailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.Gradient.colorKeys">
			<summary>All color keys defined in the gradient.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralMaterial">
			<summary>Class for ProceduralMaterial handling.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.bendFactor">
			<summary>Bend factor of the detailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.Animator.deltaRotation">
			<summary>Gets the avatar delta rotation for the last evaluated frame.</summary>
		</member>
		<member name="P:UnityEngine.Gradient.alphaKeys">
			<summary>All alpha keys defined in the gradient.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.cacheSize">
			<summary>Set or get the Procedural cache budget.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate">
			<summary>Set or get the update rate in millisecond of the animated substance.</summary>
		</member>
		<member name="P:UnityEngine.Animator.rootPosition">
			<summary>The root position, the position of the game object.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.healthyColor">
			<summary>Color when the DetailPrototypes are "healthy".</summary>
		</member>
		<member name="M:UnityEngine.Gradient.Evaluate(System.Single)">
			<summary>Calculate color at a given time.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.dryColor">
			<summary>Color when the DetailPrototypes are "dry".</summary>
		</member>
		<member name="P:UnityEngine.Animator.rootRotation">
			<summary>The root rotation, the rotation of the game object.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isProcessing">
			<summary>Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.</summary>
		</member>
		<member name="M:UnityEngine.Gradient.SetKeys(UnityEngine.GradientColorKey[],UnityEngine.GradientAlphaKey[])">
			<summary>Setup Gradient with an array of color keys and alpha keys.</summary>
		</member>
		<member name="P:UnityEngine.Animator.applyRootMotion">
			<summary>Should root motion be applied?</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.renderMode">
			<summary>Render mode for the DetailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable">
			<summary>Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).</summary>
		</member>
		<member name="T:UnityEngine.ScaleMode">
			<summary>Scaling mode to draw textures with.</summary>
		</member>
		<member name="P:UnityEngine.Animator.updateMode">
			<summary>Specifies the update mode of the Animator.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated">
			<summary>Should the ProceduralMaterial be generated at load time?</summary>
		</member>
		<member name="T:UnityEngine.GUI">
			<summary>The GUI class is the interface for Unity's GUI with manual positioning.</summary>
		</member>
		<member name="P:UnityEngine.Animator.hasTransformHierarchy">
			<summary>Returns true if the object has a transform hierarchy.</summary>
		</member>
		<member name="T:UnityEngine.SplatPrototype">
			<summary>A Splat prototype is just a texture that is used by the TerrainData.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.loadingBehavior">
			<summary>Get ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.texture">
			<summary>Texture of the splat applied to the Terrain.</summary>
		</member>
		<member name="P:UnityEngine.Animator.gravityWeight">
			<summary>The current gravity weight based on current animations that are played.</summary>
		</member>
		<member name="T:UnityEngine.GUILayout">
			<summary>The GUILayout class is the interface for Unity gui with automatic layout.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isSupported">
			<summary>Check if ProceduralMaterials are supported on the current platform.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.normalMap">
			<summary>Normal map of the splat applied to the Terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="P:UnityEngine.Animator.bodyPosition">
			<summary>The position of the body center of mass.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage">
			<summary>Used to specify the Substance engine CPU usage.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Label(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout label.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileSize">
			<summary>Size of the tile used in the texture of the SplatPrototype.</summary>
		</member>
		<member name="P:UnityEngine.Animator.bodyRotation">
			<summary>The rotation of the body center of mass.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.preset">
			<summary>Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Box(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an auto-layout box.</summary>
		</member>
		<member name="P:UnityEngine.Animator.stabilizeFeet">
			<summary>Automatic stabilization of feet during transition and blending.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileOffset">
			<summary>Offset of the tile texture of the SplatPrototype.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isReadable">
			<summary>Set or get the "Readable" flag for a ProceduralMaterial.</summary>
		</member>
		<member name="P:UnityEngine.Animator.layerCount">
			<summary>The AnimatorController layer count.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="T:UnityEngine.TreeInstance">
			<summary>Contains information about a tree placed in the Terrain game object.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Button(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single press button. The user clicks them and something happens immediately.</summary>
		</member>
		<member name="P:UnityEngine.Animator.feetPivotActive">
			<summary>Blends pivot point between body center of mass and feet pivot. At 0%, the blending point is body center of mass. At 100%, the blending point is feet pivot.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions()">
			<summary>Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.position">
			<summary>Position of the tree.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.RepeatButton(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a repeating button. The button returns true as long as the user holds down the mouse.</summary>
		</member>
		<member name="P:UnityEngine.Animator.pivotWeight">
			<summary>Gets the pivot weight.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)">
			<summary>Checks if the ProceduralMaterial has a ProceduralProperty of a given name.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.widthScale">
			<summary>Width scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextField(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a single-line text field where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.Animator.pivotPosition">
			<summary>Get the current position of the pivot.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)">
			<summary>Get a named Procedural boolean property.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.heightScale">
			<summary>Height scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.PasswordField(System.String,System.Char,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a text field where the user can enter a password.</summary>
		</member>
		<member name="P:UnityEngine.Animator.isMatchingTarget">
			<summary>If automatic matching is active.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.color">
			<summary>Color of this instance.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)">
			<summary>Set a named Procedural boolean property.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.TextArea(System.String,System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a multi-line text field where the user can edit a string.</summary>
		</member>
		<member name="P:UnityEngine.Animator.speed">
			<summary>The playback speed of the Animator. 1 is normal playback speed.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)">
			<summary>Get a named Procedural float property.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.lightmapColor">
			<summary>Lightmap color calculated for this instance.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make an on/off toggle button.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.prototypeIndex">
			<summary>Index of this instance in the TerrainData.treePrototypes array.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)">
			<summary>Set a named Procedural float property.</summary>
		</member>
		<member name="P:UnityEngine.Animator.targetPosition">
			<summary>Returns the position of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,System.String[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.Texture[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Toolbar(System.Int32,UnityEngine.GUIContent[],UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a toolbar.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)">
			<summary>Get a named Procedural vector property.</summary>
		</member>
		<member name="P:UnityEngine.Animator.targetRotation">
			<summary>Returns the rotation of the target specified by SetTarget(AvatarTarget targetIndex, float targetNormalizedTime)).</summary>
		</member>
		<member name="T:UnityEngine.TerrainData">
			<summary>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="P:UnityEngine.Animator.cullingMode">
			<summary>Controls culling of this Animator component.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named Procedural vector property.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,System.String[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.Texture[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.SelectionGrid(System.Int32,UnityEngine.GUIContent[],System.Int32,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a Selection Grid.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.physicMaterial">
			<summary>The physic material used by  TerrainCollider using this Terrain.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)">
			<summary>Get a named Procedural color property.</summary>
		</member>
		<member name="P:UnityEngine.Animator.playbackTime">
			<summary>Sets the playback position in the recording buffer.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>A horizontal slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapWidth">
			<summary>Width of the terrain in samples (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)">
			<summary>Set a named Procedural color property.</summary>
		</member>
		<member name="P:UnityEngine.Animator.recorderStartTime">
			<summary>Start time of the first frame of the buffer relative to the frame at which StartRecording was called.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalSlider(System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>A vertical slider the user can drag to change a value between a min and a max.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapHeight">
			<summary>Height of the terrain in samples (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)">
			<summary>Get a named Procedural enum property.</summary>
		</member>
		<member name="P:UnityEngine.Animator.recorderStopTime">
			<summary>End time of the recorded clip relative to when StartRecording was called.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a horiztonal scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.Animator.runtimeAnimatorController">
			<summary>The runtime representation of AnimatorController that controls the Animator.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)">
			<summary>Set a named Procedural enum property.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapResolution">
			<summary>Resolution of the heightmap.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.HorizontalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a horiztonal scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.Animator.avatar">
			<summary>Gets/Sets the current Avatar.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)">
			<summary>Get a named Procedural texture property.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Make a vertical scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.heightmapScale">
			<summary>The size of each heightmap sample.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.VerticalScrollbar(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a vertical scrollbar.</summary>
		</member>
		<member name="P:UnityEngine.Animator.leftFeetBottomHeight">
			<summary>Get left foot bottom height.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)">
			<summary>Set a named Procedural texture property.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.size">
			<summary>The total size in world units of the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Space(System.Single)">
			<summary>Insert a space in the current layout group.</summary>
		</member>
		<member name="P:UnityEngine.Animator.rightFeetBottomHeight">
			<summary>Get right foot bottom height.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassStrength">
			<summary>Strength of the waving grass in the terrain.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)">
			<summary>Checks if a named ProceduralProperty is cached for efficient runtime tweaking.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.FlexibleSpace()">
			<summary>Insert a flexible space element.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)">
			<summary>Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetFloat(System.String)">
			<summary>Gets the value of a float parameter.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassAmount">
			<summary>Amount of waving grass in the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetFloat(System.Int32)">
			<summary>Gets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginHorizontal(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a Horizontal control group.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.ClearCache()">
			<summary>Clear the Procedural cache.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndHorizontal()">
			<summary>Close a group started with BeginHorizontal.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassSpeed">
			<summary>Speed of the waving grass.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.String,System.Single,System.Single,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetFloat(System.Int32,System.Single,System.Single,System.Single)">
			<summary>Sets the value of a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTextures()">
			<summary>Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBool(System.String)">
			<summary>Gets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBool(System.Int32)">
			<summary>Gets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginVertical(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin a vertical control group.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.wavingGrassTint">
			<summary>Color of the waving grass that the terrain has.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately()">
			<summary>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetBool(System.String,System.Boolean)">
			<summary>Sets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetBool(System.Int32,System.Boolean)">
			<summary>Sets the value of a bool parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndVertical()">
			<summary>Close a group started with BeginVertical.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailWidth">
			<summary>Detail width of the TerrainData.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.StopRebuilds()">
			<summary>Discard all the queued ProceduralMaterial rendering operations that have not started yet.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetInteger(System.String)">
			<summary>Gets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetInteger(System.Int32)">
			<summary>Gets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailHeight">
			<summary>Detail height of the TerrainData.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,System.String,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginArea(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Begin a GUILayout block of GUI controls in a fixed screen area.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetInteger(System.String,System.Int32)">
			<summary>Sets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetInteger(System.Int32,System.Int32)">
			<summary>Sets the value of an integer parameter.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures()">
			<summary>Get generated textures.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailResolution">
			<summary>Detail Resolution of the TerrainData.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndArea()">
			<summary>Close a GUILayout block started with BeginArea.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.detailPrototypes">
			<summary>Contains the detail texture/meshes that the terrain has.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)">
			<summary>This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTrigger(System.String)">
			<summary>Sets a trigger parameter to active.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTrigger(System.Int32)">
			<summary>Sets a trigger parameter to active.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle)">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.BeginScrollView(UnityEngine.Vector2,System.Boolean,System.Boolean,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Begin an automatically laid out scrollview.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralTexture">
			<summary>Class for ProceduralTexture handling.</summary>
		</member>
		<member name="M:UnityEngine.Animator.ResetTrigger(System.String)">
			<summary>Resets the trigger parameter to false.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.treeInstances">
			<summary>Contains the current trees placed in the terrain.</summary>
		</member>
		<member name="M:UnityEngine.Animator.ResetTrigger(System.Int32)">
			<summary>Resets the trigger parameter to false.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndScrollView()">
			<summary>End a scroll view begun with a call to BeginScrollView.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.EndScrollView(System.Boolean)">
			<summary>End a scroll view begun with a call to BeginScrollView.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.treePrototypes">
			<summary>The list of tree prototypes this are the ones available in the inspector.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.String)">
			<summary>Returns true if a parameter is controlled by an additional curve on an animation.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsParameterControlledByCurve(System.Int32)">
			<summary>Returns true if a parameter is controlled by an additional curve on an animation.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.hasAlpha">
			<summary>Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,System.String,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.Texture,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Window(System.Int32,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Make a popup window that layouts its contents automatically.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapLayers">
			<summary>Number of alpha map layers.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Width(System.Single)">
			<summary>Option passed to a control to give it an absolute width.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKPosition(UnityEngine.AvatarIKGoal)">
			<summary>Gets the position of an IK goal.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MinWidth(System.Single)">
			<summary>Option passed to a control to specify a minimum width.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType()">
			<summary>The output type of this ProceduralTexture.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapResolution">
			<summary>Resolution of the alpha map.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKPosition(UnityEngine.AvatarIKGoal,UnityEngine.Vector3)">
			<summary>Sets the position of an IK goal.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Grab pixel values from a ProceduralTexture.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MaxWidth(System.Single)">
			<summary>Option passed to a control to specify a maximum width.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapWidth">
			<summary>Width of the alpha map.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.Height(System.Single)">
			<summary>Option passed to a control to give it an absolute height.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.alphamapHeight">
			<summary>Height of the alpha map.</summary>
		</member>
		<member name="T:UnityEngine.SpriteAlignment">
			<summary>How a Sprite's graphic rectangle is aligned with its pivot point.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKRotation(UnityEngine.AvatarIKGoal)">
			<summary>Gets the rotation of an IK goal.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.baseMapResolution">
			<summary>Resolution of the base map used for rendering far patches on the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MinHeight(System.Single)">
			<summary>Option passed to a control to specify a minimum height.</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingMode">
			<summary>Sprite packing modes for the Sprite Packer.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.MaxHeight(System.Single)">
			<summary>Option passed to a control to specify a maximum height.</summary>
		</member>
		<member name="P:UnityEngine.TerrainData.splatPrototypes">
			<summary>Splat texture used by the terrain.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKRotation(UnityEngine.AvatarIKGoal,UnityEngine.Quaternion)">
			<summary>Sets the rotation of an IK goal.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.ExpandWidth(System.Boolean)">
			<summary>Option passed to a control to allow or disallow horizontal expansion.</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingRotation">
			<summary>Sprite rotation modes for the Sprite Packer.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKPositionWeight(UnityEngine.AvatarIKGoal)">
			<summary>Gets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetHeight(System.Int32,System.Int32)">
			<summary>Gets the height at a certain point x,y.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKPositionWeight(UnityEngine.AvatarIKGoal,System.Single)">
			<summary>Sets the translative weight of an IK goal (0 = at the original animation before IK, 1 = at the goal).</summary>
		</member>
		<member name="T:UnityEngine.SpriteMeshType">
			<summary>Defines the type of mesh generated for a sprite.</summary>
		</member>
		<member name="M:UnityEngine.GUILayout.ExpandHeight(System.Boolean)">
			<summary>Option passed to a control to allow or disallow vertical expansion.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetInterpolatedHeight(System.Single,System.Single)">
			<summary>Gets an interpolated height at a point x,y.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutUtility">
			<summary>Utility functions for implementing and extending the GUILayout class.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetIKRotationWeight(UnityEngine.AvatarIKGoal)">
			<summary>Gets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</summary>
		</member>
		<member name="T:UnityEngine.Sprite">
			<summary>Represents a Sprite object for use in 2D gameplay.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetHeights(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get an array of heightmap samples..</summary>
		</member>
		<member name="P:UnityEngine.Sprite.bounds">
			<summary>Bounds of the Sprite, specified by its center and extents in world space units.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetIKRotationWeight(UnityEngine.AvatarIKGoal,System.Single)">
			<summary>Sets the rotational weight of an IK goal (0 = rotation before IK, 1 = rotation at the IK goal).</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtPosition(UnityEngine.Vector3)">
			<summary>Sets the look at position.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.rect">
			<summary>Location of the Sprite on the original Texture, specified in pixels.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetHeights(System.Int32,System.Int32,System.Single[,])">
			<summary>Set an array of heightmap samples.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetSteepness(System.Single,System.Single)">
			<summary>Gets the gradient of the terrain at point &lt;x,y&gt;.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetLastRect()">
			<summary>Get the rectangle last used by GUILayout for a control.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.texture">
			<summary>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single,System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLookAtWeight(System.Single)">
			<summary>Set look at weights.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetInterpolatedNormal(System.Single,System.Single)">
			<summary>Get an interpolated normal at a given location.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetLayerName(System.Int32)">
			<summary>Gets name of the layer.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRect">
			<summary>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRectOffset">
			<summary>Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetLayerWeight(System.Int32)">
			<summary>Gets the layer's current weight.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetDetailResolution(System.Int32,System.Int32)">
			<summary>Set the resolution of the detail map.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutOption">
			<summary>Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packed">
			<summary>Returns true if this Sprite is packed in an atlas.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetLayerWeight(System.Int32,System.Single)">
			<summary>Sets the layer's current weight.</summary>
		</member>
		<member name="T:UnityEngine.FocusType">
			<summary>Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.RefreshPrototypes()">
			<summary>Reloads all the values of the available prototypes (ie, detail mesh assets) in the TerrainData Object.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingMode">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetCurrentAnimatorStateInfo(System.Int32)">
			<summary>Gets the current State information on a specified AnimatorController layer.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetSupportedLayers(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns an array of all supported detail layer indices in the area.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetNextAnimatorStateInfo(System.Int32)">
			<summary>Gets the next State information on a specified AnimatorController layer.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingRotation">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.border">
			<summary>Returns the border sizes of the sprite.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetAnimatorTransitionInfo(System.Int32)">
			<summary>Gets the Transition information on a specified AnimatorController layer.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns a 2D array of the detail object density in the specific location.</summary>
		</member>
		<member name="T:UnityEngine.GUIUtility">
			<summary>Utility class for making new GUI controls.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetDetailLayer(System.Int32,System.Int32,System.Int32,System.Int32[,])">
			<summary>Sets the detail layer density map.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetCurrentAnimationClipState(System.Int32)">
			<summary>Gets the list of AnimationInfo currently played by the current state.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hotControl">
			<summary>The controlID of the current hot control.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.GetAlphamaps(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Returns the alpha map at a position x, y given a width and height.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetNextAnimationClipState(System.Int32)">
			<summary>Gets the list of AnimationInfo currently played by the next state.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.keyboardControl">
			<summary>The controlID of the control that has keyboard focus.</summary>
		</member>
		<member name="M:UnityEngine.Animator.IsInTransition(System.Int32)">
			<summary>Is the specified AnimatorController layer in a transition.</summary>
		</member>
		<member name="M:UnityEngine.TerrainData.SetAlphamaps(System.Int32,System.Int32,System.Single[,,])">
			<summary>Assign all splat values in the given map area.</summary>
		</member>
		<member name="T:UnityEngine.SpriteRenderer">
			<summary>Renders a Sprite for 2D graphics.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hasModalWindow">
			<summary>A global property, which is true if a ModalWindow is being displayed, false otherwise.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.sprite">
			<summary>The Sprite to render.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single,System.Single)">
			<summary>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</summary>
		</member>
		<member name="M:UnityEngine.Animator.MatchTarget(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.AvatarTarget,UnityEngine.MatchTargetWeightMask,System.Single)">
			<summary>Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.Animator.InterruptMatchTarget(System.Boolean)">
			<summary>Interrupts the automatic target matching.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.Animator.InterruptMatchTarget()">
			<summary>Interrupts the automatic target matching.</summary>
		</member>
		<member name="T:UnityEngine.TerrainRenderFlags">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.color">
			<summary>Rendering color for the Sprite graphic.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.heightmap">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.String,System.Single,System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)">
			<summary>Get a state object from a controlID.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="T:UnityEngine.WWWForm">
			<summary>Helper class to generate form data to post to web servers using the WWW class.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single,System.Int32)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.CrossFade(System.Int32,System.Single)">
			<summary>Create a dynamic transition between the current state and the destination state.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.trees">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)">
			<summary>Get an existing state object from a controlID.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String,System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="P:UnityEngine.WWWForm.headers">
			<summary>(Read Only) Returns the correct request headers for posting the form using the WWW class.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.String,System.Int32,System.Single)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32,System.Single)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32,System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Play(System.Int32)">
			<summary>Plays a state.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.details">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WWWForm.data">
			<summary>(Read Only) The raw data to pass as the POST request body when sending the form.</summary>
		</member>
		<member name="M:UnityEngine.Animator.SetTarget(UnityEngine.AvatarTarget,System.Single)">
			<summary>Sets an AvatarTarget and a targetNormalizedTime for the current state.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)">
			<summary>Convert a point from GUI position to screen space.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.all">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String,System.Text.Encoding)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.Int32)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.Animator.GetBoneTransform(UnityEngine.HumanBodyBones)">
			<summary>Returns transform mapped to this human bone id.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)">
			<summary>Convert a point from screen space to GUI position.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[])">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String,System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StartPlayback()">
			<summary>Sets the animator in playback mode.</summary>
		</member>
		<member name="T:UnityEngine.Terrain">
			<summary>The Terrain component renders the terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScreenToGUIRect(UnityEngine.Rect)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Caching">
			<summary>The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StopPlayback()">
			<summary>Stops the animator playback mode. When playback stops, the avatar resumes getting control from game logic.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.editorRenderFlags">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)">
			<summary>Helper function to rotate the GUI around a point.</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceFree">
			<summary>The number of currently unused bytes in the cache.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StartRecording(System.Int32)">
			<summary>Sets the animator in recording mode, and allocates a circular buffer of size frameCount.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StopRecording()">
			<summary>Stops animator record mode.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.terrainData">
			<summary>The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees.</summary>
		</member>
		<member name="P:UnityEngine.Caching.maximumAvailableDiskSpace">
			<summary>The total number of bytes that can potentially be allocated for caching.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Helper function to scale the GUI around a point.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeDistance">
			<summary>The maximum distance at which trees are rendered.</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceOccupied">
			<summary>Used disk space in bytes.</summary>
		</member>
		<member name="M:UnityEngine.Animator.StringToHash(System.String)">
			<summary>Generates an parameter id from a string.</summary>
		</member>
		<member name="T:UnityEngine.GUISettings">
			<summary>General settings for how the GUI behaves.</summary>
		</member>
		<member name="P:UnityEngine.Caching.expirationDelay">
			<summary>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeBillboardDistance">
			<summary>Distance from the camera where trees will be rendered as billboards only.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Update(System.Single)">
			<summary>Evaluates the animator based on deltaTime.</summary>
		</member>
		<member name="P:UnityEngine.Caching.enabled">
			<summary>Is Caching enabled?</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeCrossFadeLength">
			<summary>Total distance delta that trees will use to transition from billboard orientation to mesh orientation.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.doubleClickSelectsWord">
			<summary>Should double-clicking select words in text fields.</summary>
		</member>
		<member name="M:UnityEngine.Animator.Rebind()">
			<summary>Rebind all the animated properties and mesh data with the Animator.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.treeMaximumFullLODCount">
			<summary>Maximum number of trees rendered at full LOD.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.tripleClickSelectsLine">
			<summary>Should triple-clicking select whole text in text fields.</summary>
		</member>
		<member name="P:UnityEngine.Caching.ready">
			<summary>Is caching ready?</summary>
		</member>
		<member name="P:UnityEngine.Terrain.detailObjectDistance">
			<summary>Detail objects will be displayed up to this distance.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUtility">
			<summary>Various utilities for animator manipulation.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.cursorColor">
			<summary>The color of the cursor in text fields.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.detailObjectDensity">
			<summary>Density of detail objects.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.OptimizeTransformHierarchy(UnityEngine.GameObject,System.String[])">
			<summary>This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.cursorFlashSpeed">
			<summary>The speed of text field cursor flashes.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.DeoptimizeTransformHierarchy(UnityEngine.GameObject)">
			<summary>This function will recreate all transform hierarchy under GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Caching.CleanCache()">
			<summary>Delete all AssetBundle content that has been cached by the current application.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.heightmapPixelError">
			<summary>An approximation of how many pixels the terrain will pop in the worst case when switching lod.</summary>
		</member>
		<member name="P:UnityEngine.GUISettings.selectionColor">
			<summary>The color of the selection rect in text fields.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.heightmapMaximumLOD">
			<summary>Lets you essentially lower the heightmap resolution used for rendering.</summary>
		</member>
		<member name="T:UnityEngine.SkeletonBone">
			<summary>Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.</summary>
		</member>
		<member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)">
			<summary>Checks if an AssetBundle is cached.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.basemapDistance">
			<summary>Heightmap patches beyond basemap distance will use a precomputed low res basemap.</summary>
		</member>
		<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)">
			<summary>Bumps the timestamp of a cached file to be the current time.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.name">
			<summary>The name of the Transform mapped to the bone.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.position">
			<summary>The T-pose position of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.lightmapIndex">
			<summary>The index of the lightmap applied to this renderer.</summary>
		</member>
		<member name="M:UnityEngine.Caching.SetNoBackupFlag(System.String,System.Int32)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.GUISkin">
			<summary>Defines how GUI looks and behaves.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.rotation">
			<summary>The T-pose rotation of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.castShadows">
			<summary>Should terrain cast shadows?.</summary>
		</member>
		<member name="M:UnityEngine.Caching.ResetNoBackupFlag(System.String,System.Int32)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.scale">
			<summary>The T-pose scaling of the bone in local space.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.font">
			<summary>The default font to use for all styles.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.materialTemplate">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AsyncOperation">
			<summary>Asynchronous operation coroutine.</summary>
		</member>
		<member name="T:UnityEngine.HumanLimit">
			<summary>This class stores the rotation limits that define the muscle for a single human bone.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.box">
			<summary>Style used by default for GUI.Box controls.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.isDone">
			<summary>Has the operation finished? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Terrain.activeTerrain">
			<summary>The active terrain. This is a convenience function to get to the main terrain in the scene.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.useDefaultValues">
			<summary>Should this limit use the default values?</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.label">
			<summary>Style used by default for GUI.Label controls.</summary>
		</member>
		<member name="P:UnityEngine.Terrain.activeTerrains">
			<summary>The active terrains in the scene.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.min">
			<summary>The maximum negative rotation away from the initial value that this muscle can apply.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.progress">
			<summary>What's the operation's progress. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textField">
			<summary>Style used by default for GUI.TextField controls.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.max">
			<summary>The maximum rotation away from the initial value that this muscle can apply.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textArea">
			<summary>Style used by default for GUI.TextArea controls.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.center">
			<summary>The default orientation of a bone when no muscle action is applied.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.priority">
			<summary>Priority lets you tweak in which order async operation calls will be performed.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.SampleHeight(UnityEngine.Vector3)">
			<summary>Samples the height at the given position defined in world space, relative to the terrain space.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.allowSceneActivation">
			<summary>Allow scenes to be activated as soon as it is ready.</summary>
		</member>
		<member name="P:UnityEngine.HumanLimit.axisLength">
			<summary>Length of the bone to which the limit is applied.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.button">
			<summary>Style used by default for GUI.Button controls.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.AddTreeInstance(UnityEngine.TreeInstance)">
			<summary>Adds a tree instance to the terrain.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.toggle">
			<summary>Style used by default for GUI.Toggle controls.</summary>
		</member>
		<member name="T:UnityEngine.NetworkReachability">
			<summary>Describes network reachability options.</summary>
		</member>
		<member name="T:UnityEngine.HumanBone">
			<summary>The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.window">
			<summary>Style used by default for Window controls (SA GUI.Window).</summary>
		</member>
		<member name="M:UnityEngine.Terrain.SetNeighbors(UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain,UnityEngine.Terrain)">
			<summary>Lets you setup the connection between neighboring Terrains.</summary>
		</member>
		<member name="T:UnityEngine.Application">
			<summary>Access to application run-time data.</summary>
		</member>
		<member name="F:UnityEngine.HumanBone.limit">
			<summary>The rotation limits that define the muscle for this bone.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.GetPosition()">
			<summary>Get the position of the terrain.</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.boneName">
			<summary>The name of the bone to which the Mecanim human bone is mapped.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSlider">
			<summary>Style used by default for the background part of GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.loadedLevel">
			<summary>The level index that was last loaded (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Terrain.Flush()">
			<summary>Flushes any change done in the terrain so it takes effect.</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.humanName">
			<summary>The name of the Mecanim human bone to which the bone from the model is mapped.</summary>
		</member>
		<member name="P:UnityEngine.Application.loadedLevelName">
			<summary>The name of the level that was last loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.isLoadingLevel">
			<summary>Is some level being loaded? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.HumanDescription">
			<summary>Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.</summary>
		</member>
		<member name="M:UnityEngine.Terrain.CreateTerrainGameObject(UnityEngine.TerrainData)">
			<summary>Creates a Terrain including collider from TerrainData.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSlider">
			<summary>Style used by default for the background part of GUI.VerticalSlider controls.</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.human">
			<summary>Mapping between Mecanim bone names and bone names in the rig.</summary>
		</member>
		<member name="P:UnityEngine.Application.levelCount">
			<summary>The total number of levels available (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.</summary>
		</member>
		<member name="T:UnityEngine.Tree">
			<summary>Tree Component for the tree creator.</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.skeleton">
			<summary>List of bone Transforms to include in the model.</summary>
		</member>
		<member name="P:UnityEngine.Tree.data">
			<summary>Data asociated to the Tree.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbar">
			<summary>Style used by default for the background part of GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.streamedBytes">
			<summary>How many bytes have we downloaded from the main unity web stream (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Application.isPlaying">
			<summary>Returns true when in any kind of player (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="T:UnityEngine.UIVertex">
			<summary>Vertex class used by a Canvas for managing vertices.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.</summary>
		</member>
		<member name="P:UnityEngine.Application.isEditor">
			<summary>Are we running inside the Unity editor? (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.position">
			<summary>Vertex position.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton">
			<summary>Style used by default for the left button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.color">
			<summary>Vertex color.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperLegTwist">
			<summary>Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.</summary>
		</member>
		<member name="P:UnityEngine.Application.isWebPlayer">
			<summary>Are we running inside a web player? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton">
			<summary>Style used by default for the right button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.platform">
			<summary>Returns the platform the game is running (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.uv">
			<summary>Vertex UV.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerLegTwist">
			<summary>Defines how the lower leg's roll/twisting is distributed between the knee and ankle.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbar">
			<summary>Style used by default for the background part of GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.runInBackground">
			<summary>Should the player be running when the application is in the background?</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleCreateRequest">
			<summary>Asynchronous create request for an AssetBundle.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.armStretch">
			<summary>Amount by which the arm's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="P:UnityEngine.Application.dataPath">
			<summary>Contains the path to the game data folder (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.streamingAssetsPath">
			<summary>Contains the path to the StreamingAssets folder (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.legStretch">
			<summary>Amount by which the leg's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton">
			<summary>Style used by default for the up button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyle">
			<summary>Styling information for GUI elements.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.feetSpacing">
			<summary>Modification to the minimum distance between the feet of a humanoid model.</summary>
		</member>
		<member name="P:UnityEngine.Application.persistentDataPath">
			<summary>Contains the path to a persistent data directory (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton">
			<summary>Style used by default for the down button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.Application.temporaryCachePath">
			<summary>Contains the path to a temporary data / cache directory (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.name">
			<summary>The name of this GUIStyle. Used for getting them based on name.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.scrollView">
			<summary>Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).</summary>
		</member>
		<member name="T:UnityEngine.AvatarBuilder">
			<summary>Class to build avatars from user scripts.</summary>
		</member>
		<member name="P:UnityEngine.Application.srcValue">
			<summary>The path to the web player data file relative to the html file (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.customStyles">
			<summary>Array of GUI styles for specific needs.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.normal">
			<summary>Rendering settings for when the component is displayed normally.</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildHumanAvatar(UnityEngine.GameObject,UnityEngine.HumanDescription)">
			<summary>Create a humanoid avatar.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.settings">
			<summary>Generic settings for how controls should behave with this skin.</summary>
		</member>
		<member name="P:UnityEngine.Application.absoluteURL">
			<summary>The absolute path to the web player data file (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Application.absoluteUrl">
			<summary>The absolute path to the web player data file (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildGenericAvatar(UnityEngine.GameObject,System.String)">
			<summary>Create a new generic avatar.</summary>
		</member>
		<member name="P:UnityEngine.Application.unityVersion">
			<summary>The version of the Unity runtime used to play the content.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.hover">
			<summary>Rendering settings for when the mouse is hovering over the control.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.active">
			<summary>Rendering settings for when the control is pressed down.</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.GetStyle(System.String)">
			<summary>Get a named GUIStyle.</summary>
		</member>
		<member name="T:UnityEngine.RuntimeAnimatorController">
			<summary>Runtime reprentation of the AnimatorController. It can be used to change the Animator's AnimationSource during runtime.</summary>
		</member>
		<member name="P:UnityEngine.Application.webSecurityEnabled">
			<summary>Indicates whether Unity's webplayer security model is enabled.</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.FindStyle(System.String)">
			<summary>Try to search for a GUIStyle. This functions returns NULL and does not give an error.</summary>
		</member>
		<member name="T:UnityEngine.NotConvertedAttribute">
			<summary>Instructs the build pipeline not to convert a type or member to the target platform.</summary>
		</member>
		<member name="P:UnityEngine.Application.targetFrameRate">
			<summary>Instructs game to try to render at a specified frame rate.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onNormal">
			<summary>Rendering settings for when the control is turned on.</summary>
		</member>
		<member name="T:UnityEngine.GUIContent">
			<summary>The contents of a GUI element.</summary>
		</member>
		<member name="T:UnityEngine.NotFlashValidatedAttribute">
			<summary>Instructs the build pipeline not to try and validate a type or member for the flash platform.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onHover">
			<summary>Rendering settings for when the control is turned on and the mouse is hovering it.</summary>
		</member>
		<member name="F:UnityEngine.GUIContent.none">
			<summary>Shorthand for empty content.</summary>
		</member>
		<member name="P:UnityEngine.Application.systemLanguage">
			<summary>The language the user's operating system is running in.</summary>
		</member>
		<member name="T:UnityEngine.NotRenamedAttribute">
			<summary>Prevent name mangling of constructors, methods, fields and properties.</summary>
		</member>
		<member name="P:UnityEngine.Application.backgroundLoadingPriority">
			<summary>Priority of background loading thread.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onActive">
			<summary>Rendering settings for when the element is turned on and pressed down.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.text">
			<summary>The text contained.</summary>
		</member>
		<member name="T:UnityEngine.MonoBehaviour">
			<summary>MonoBehaviour is the base class every script derives from.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.focused">
			<summary>Rendering settings for when the element has keyboard focus.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.image">
			<summary>The icon image contained.</summary>
		</member>
		<member name="P:UnityEngine.MonoBehaviour.useGUILayout">
			<summary>Disabling this lets you skip the GUI layout phase.</summary>
		</member>
		<member name="P:UnityEngine.Application.internetReachability">
			<summary>Returns the type of Internet reachability currently possible on the device.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.onFocused">
			<summary>Rendering settings for when the element has keyboard and is turned on.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.tooltip">
			<summary>The tooltip of this element.</summary>
		</member>
		<member name="P:UnityEngine.Application.genuine">
			<summary>Returns false if application is altered in any way after it was built.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.Invoke(System.String,System.Single)">
			<summary>Invokes the method methodName in time seconds.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.border">
			<summary>The borders of all background images.</summary>
		</member>
		<member name="P:UnityEngine.Application.genuineCheckAvailable">
			<summary>Returns true if application integrity can be confirmed.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.InvokeRepeating(System.String,System.Single,System.Single)">
			<summary>Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyleState">
			<summary>Specialized values for the given states used by GUIStyle objects.</summary>
		</member>
		<member name="M:UnityEngine.Application.Quit()">
			<summary>Quits the player application.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.margin">
			<summary>The margins between elements rendered in this style and any other GUI elements.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.CancelInvoke()">
			<summary>Cancels all Invoke calls on this MonoBehaviour.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.CancelInvoke(System.String)">
			<summary>Cancels all Invoke calls on this MonoBehaviour.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.background">
			<summary>The background image used by GUI elements in this given state.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.padding">
			<summary>Space from the edge of GUIStyle to the start of the contents.</summary>
		</member>
		<member name="M:UnityEngine.Application.CancelQuit()">
			<summary>Cancels quitting the application. This is useful for showing a splash screen at the end of a game.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.IsInvoking(System.String)">
			<summary>Is any invoke on methodName pending?</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.IsInvoking()">
			<summary>Is any invoke on methodName pending?</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevel(System.Int32)">
			<summary>Loads the level by its name or index.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.textColor">
			<summary>The text color used by GUI elements in this state.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.overflow">
			<summary>Extra space to be added to the background image.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevel(System.String)">
			<summary>Loads the level by its name or index.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String,System.Object)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StartCoroutine(System.String)">
			<summary>Starts a coroutine.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.imagePosition">
			<summary>How image and text of the GUIContent is combined.</summary>
		</member>
		<member name="T:UnityEngine.RectOffset">
			<summary>Offsets for rectangles, borders, etc.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAsync(System.Int32)">
			<summary>Loads the level asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAsync(System.String)">
			<summary>Loads the level asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.String)">
			<summary>Stops all coroutines named methodName running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)">
			<summary>Stops all coroutines named methodName running on this behaviour.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.alignment">
			<summary>Text alignment.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.left">
			<summary>Left edge size.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.Int32)">
			<summary>Loads the level additively and asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditiveAsync(System.String)">
			<summary>Loads the level additively and asynchronously in the background.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAsync(System.String,System.Int32,System.Boolean,System.Boolean)">
			<summary>Loads the level asynchronously in the background.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.right">
			<summary>Right edge size.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.wordWrap">
			<summary>Should the text be wordwrapped?</summary>
		</member>
		<member name="M:UnityEngine.MonoBehaviour.StopAllCoroutines()">
			<summary>Stops all coroutines running on this behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditive(System.Int32)">
			<summary>Loads a level additively.</summary>
		</member>
		<member name="M:UnityEngine.Application.LoadLevelAdditive(System.String)">
			<summary>Loads a level additively.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.top">
			<summary>Top edge size.</summary>
		</member>
		<member name="T:UnityEngine.TouchPhase">
			<summary>Describes phase of a finger touch.</summary>
		</member>
		<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.Int32)">
			<summary>How far has the download progressed? [0...1].</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.clipping">
			<summary>What to do when the contents to be rendered is too large to fit within the area given.</summary>
		</member>
		<member name="M:UnityEngine.Application.GetStreamProgressForLevel(System.String)">
			<summary>How far has the download progressed? [0...1].</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.bottom">
			<summary>Bottom edge size.</summary>
		</member>
		<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.Int32)">
			<summary>Can the streamed level be loaded?</summary>
		</member>
		<member name="T:UnityEngine.IMECompositionMode">
			<summary>Controls IME input.</summary>
		</member>
		<member name="M:UnityEngine.Application.CanStreamedLevelBeLoaded(System.String)">
			<summary>Can the streamed level be loaded?</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.contentOffset">
			<summary>Pixel offset to apply to the content of this GUIstyle.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.horizontal">
			<summary>Shortcut for left + right. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.Touch">
			<summary>Structure describing the status of a finger touching the screen.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fixedWidth">
			<summary>If non-0, any GUI elements rendered with this style will have the width specified here.</summary>
		</member>
		<member name="M:UnityEngine.Application.CaptureScreenshot(System.String,System.Int32)">
			<summary>Captures a screenshot at path filename as a PNG file.</summary>
		</member>
		<member name="M:UnityEngine.Application.CaptureScreenshot(System.String)">
			<summary>Captures a screenshot at path filename as a PNG file.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.vertical">
			<summary>Shortcut for top + bottom. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fixedHeight">
			<summary>If non-0, any GUI elements rendered with this style will have the height specified here.</summary>
		</member>
		<member name="M:UnityEngine.Application.HasProLicense()">
			<summary>Is Unity activated with the Pro license?</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.stretchWidth">
			<summary>Can GUI elements of this style be stretched horizontally for better layouting?</summary>
		</member>
		<member name="P:UnityEngine.Touch.fingerId">
			<summary>The unique index for the touch.</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)">
			<summary>Add the border offsets to a rect.</summary>
		</member>
		<member name="M:UnityEngine.Application.ExternalCall(System.String,System.Object[])">
			<summary>Calls a function in the containing web page (Web Player only).</summary>
		</member>
		<member name="P:UnityEngine.Touch.position">
			<summary>The position of the touch in pixel coordinates.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.stretchHeight">
			<summary>Can GUI elements of this style be stretched vertically for better layout?</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)">
			<summary>Remove the border offsets from a rect.</summary>
		</member>
		<member name="M:UnityEngine.Application.ExternalEval(System.String)">
			<summary>Evaluates script snippet in the containing web page (Web Player only).</summary>
		</member>
		<member name="P:UnityEngine.Touch.rawPosition">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.font">
			<summary>The font to use for rendering. If null, the default font for the current GUISkin is used instead.</summary>
		</member>
		<member name="M:UnityEngine.Application.OpenURL(System.String)">
			<summary>Opens the url in a browser.</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaPosition">
			<summary>The position delta since last change.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.ToString()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaTime">
			<summary>Amount of time that has passed since the last recorded change in Touch values.</summary>
		</member>
		<member name="M:UnityEngine.Application.RegisterLogCallback(UnityEngine.Application/LogCallback)">
			<summary>Register a delegate to be called on log messages.</summary>
		</member>
		<member name="P:UnityEngine.Touch.tapCount">
			<summary>Number of taps.</summary>
		</member>
		<member name="T:UnityEngine.FontStyle">
			<summary>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</summary>
		</member>
		<member name="M:UnityEngine.Application.RegisterLogCallbackThreaded(UnityEngine.Application/LogCallback)">
			<summary>Register a delegate to be called on log messages.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.lineHeight">
			<summary>The height of one line of text with this style, measured in pixels. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Touch.phase">
			<summary>Describes the phase of the touch.</summary>
		</member>
		<member name="T:UnityEngine.TextWrapMode">
			<summary>Text wrap mode for GUI Rendering.</summary>
		</member>
		<member name="M:UnityEngine.Application.RequestUserAuthorization(UnityEngine.UserAuthorization)">
			<summary>Request authorization to use the webcam or microphone in the Web Player.</summary>
		</member>
		<member name="M:UnityEngine.Application.HasUserAuthorization(UnityEngine.UserAuthorization)">
			<summary>Check if the user has authorized use of the webcam or microphone in the Web Player.</summary>
		</member>
		<member name="T:UnityEngine.DeviceOrientation">
			<summary>Describes physical orientation of the device as determined by the OS.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyle.none">
			<summary>Shortcut for an empty GUIStyle.</summary>
		</member>
		<member name="T:UnityEngine.ImagePosition">
			<summary>How image and text is placed inside GUIStyle.</summary>
		</member>
		<member name="T:UnityEngine.AccelerationEvent">
			<summary>Structure describing acceleration status of the device.</summary>
		</member>
		<member name="T:UnityEngine.UserAuthorization">
			<summary>Constants to pass to Application.RequestUserAuthorization.</summary>
		</member>
		<member name="T:UnityEngine.Object">
			<summary>Base class for all objects Unity can reference.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.acceleration">
			<summary>Value of acceleration.</summary>
		</member>
		<member name="P:UnityEngine.Object.name">
			<summary>The name of the object.</summary>
		</member>
		<member name="T:UnityEngine.Behaviour">
			<summary>Behaviours are Components that can be enabled or disabled.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,System.String,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.Texture,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.Draw(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Boolean)">
			<summary>Draw this GUIStyle on to the screen, internal version.</summary>
		</member>
		<member name="P:UnityEngine.Object.hideFlags">
			<summary>Should the object be hidden, saved with the scene or modifiable by the user?</summary>
		</member>
		<member name="P:UnityEngine.Behaviour.enabled">
			<summary>Enabled Behaviours are Updated, disabled Behaviours are not.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.deltaTime">
			<summary>Amount of time passed since last accelerometer measurement.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawCursor(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="M:UnityEngine.Object.GetHashCode()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Gyroscope">
			<summary>Interface into the Gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.RenderingPath">
			<summary>Rendering path of a Camera.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32,System.Boolean)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.DrawWithTextSelection(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32,System.Int32,System.Int32)">
			<summary>Draw this GUIStyle with selected content.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRate">
			<summary>Returns rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="M:UnityEngine.Object.GetInstanceID()">
			<summary>Returns the instance id of the object.</summary>
		</member>
		<member name="T:UnityEngine.TransparencySortMode">
			<summary>Transparent object sorting mode of a Camera.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.GetCursorPixelPosition(UnityEngine.Rect,UnityEngine.GUIContent,System.Int32)">
			<summary>Get the pixel position of a given string index.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRateUnbiased">
			<summary>Returns unbiased rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.Camera">
			<summary>A Camera is a device through which the player views the world.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.gravity">
			<summary>Returns the gravity acceleration vector expressed in the device's reference frame.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.GetCursorStringIndex(UnityEngine.Rect,UnityEngine.GUIContent,UnityEngine.Vector2)">
			<summary>Get the cursor position (indexing into contents.text) when the user clicked at cursorPixelPosition.</summary>
		</member>
		<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Clones the object original and returns the clone.</summary>
		</member>
		<member name="M:UnityEngine.Object.Instantiate(UnityEngine.Object)">
			<summary>Clones the object original and returns the clone.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.userAcceleration">
			<summary>Returns the acceleration that the user is giving to the device.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcSize(UnityEngine.GUIContent)">
			<summary>Calculate the size of a some content if it is rendered with this style.</summary>
		</member>
		<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object,System.Single)">
			<summary>Removes a gameobject, component or asset.</summary>
		</member>
		<member name="M:UnityEngine.Object.Destroy(UnityEngine.Object)">
			<summary>Removes a gameobject, component or asset.</summary>
		</member>
		<member name="P:UnityEngine.Camera.fieldOfView">
			<summary>The field of view of the camera in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.attitude">
			<summary>Returns the attitude (ie, orientation in space) of the device.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcScreenSize(UnityEngine.Vector2)">
			<summary>Calculate the size of an element formatted with this style, and a given space to content.</summary>
		</member>
		<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object,System.Boolean)">
			<summary>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</summary>
		</member>
		<member name="P:UnityEngine.Camera.nearClipPlane">
			<summary>The near clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Object.DestroyImmediate(UnityEngine.Object)">
			<summary>Destroys the object obj immediately. You are strongly recommended to use Destroy instead.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectsOfType(System.Type)">
			<summary>Returns a list of all active loaded objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.Camera.farClipPlane">
			<summary>The far clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectsOfType()">
			<summary>Returns a list of all active loaded objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.enabled">
			<summary>Sets or retrieves the enabled status of this gyroscope.</summary>
		</member>
		<member name="P:UnityEngine.Camera.renderingPath">
			<summary>Rendering path.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectOfType(System.Type)">
			<summary>Returns the first active loaded object of Type type.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.updateInterval">
			<summary>Sets or retrieves gyroscope interval in seconds.</summary>
		</member>
		<member name="M:UnityEngine.Object.FindObjectOfType()">
			<summary>Returns the first active loaded object of Type type.</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcHeight(UnityEngine.GUIContent,System.Single)">
			<summary>How tall this element will be when rendered with content and a specific width.</summary>
		</member>
		<member name="P:UnityEngine.Camera.actualRenderingPath">
			<summary>Actually used rendering path (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.GUIStyle.CalcMinMaxWidth(UnityEngine.GUIContent,System.Single&,System.Single&)">
			<summary>Calculate the minimum and maximum widths for this style rendered with content.</summary>
		</member>
		<member name="M:UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)">
			<summary>Makes the object target not be destroyed automatically when loading a new scene.</summary>
		</member>
		<member name="T:UnityEngine.LocationInfo">
			<summary>Structure describing device location.</summary>
		</member>
		<member name="T:UnityEngine.TextClipping">
			<summary>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</summary>
		</member>
		<member name="P:UnityEngine.Camera.hdr">
			<summary>High dynamic range rendering.</summary>
		</member>
		<member name="M:UnityEngine.Object.ToString()">
			<summary>Returns the name of the game object.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.latitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="P:UnityEngine.Camera.orthographicSize">
			<summary>Camera's half-size when in orthographic mode.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieControlMode">
			<summary>Describes options for displaying movie playback controls.</summary>
		</member>
		<member name="P:UnityEngine.Camera.orthographic">
			<summary>Is the camera orthographic (true) or perspective (false)?</summary>
		</member>
		<member name="T:UnityEngine.Component">
			<summary>Base class for everything attached to GameObjects.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.longitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="P:UnityEngine.Camera.transparencySortMode">
			<summary>Transparent object sorting mode.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieScalingMode">
			<summary>Describes scaling modes for displaying movies.</summary>
		</member>
		<member name="P:UnityEngine.Component.transform">
			<summary>The Transform attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.altitude">
			<summary>Geographical device location altitude.</summary>
		</member>
		<member name="P:UnityEngine.Camera.depth">
			<summary>Camera's depth in the camera rendering order.</summary>
		</member>
		<member name="T:UnityEngine.iOSActivityIndicatorStyle">
			<summary>ActivityIndicator Style (iOS Specific).</summary>
		</member>
		<member name="P:UnityEngine.Component.rigidbody">
			<summary>The Rigidbody attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.horizontalAccuracy">
			<summary>Horizontal accuracy of the location.</summary>
		</member>
		<member name="P:UnityEngine.Camera.aspect">
			<summary>The aspect ratio (width divided by height).</summary>
		</member>
		<member name="T:UnityEngine.AndroidActivityIndicatorStyle">
			<summary>ActivityIndicator Style (Android Specific).</summary>
		</member>
		<member name="P:UnityEngine.Component.rigidbody2D">
			<summary>The Rigidbody2D that is attached to the Component's GameObject.</summary>
		</member>
		<member name="P:UnityEngine.Camera.cullingMask">
			<summary>This is used to render parts of the scene selectively.</summary>
		</member>
		<member name="T:UnityEngine.Handheld">
			<summary>Interface into functionality unique to handheld devices.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.verticalAccuracy">
			<summary>Vertical accuracy of the location.</summary>
		</member>
		<member name="P:UnityEngine.Component.camera">
			<summary>The Camera attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Handheld.use32BitDisplayBuffer">
			<summary>Determines whether or not a 32-bit display buffer will be used.</summary>
		</member>
		<member name="P:UnityEngine.Component.light">
			<summary>The Light attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Camera.eventMask">
			<summary>Mask to select which layers can trigger events on the camera.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.timestamp">
			<summary>Timestamp (in seconds since 1970) when location was last time updated.</summary>
		</member>
		<member name="P:UnityEngine.Camera.backgroundColor">
			<summary>The color with which the screen will be cleared.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode,UnityEngine.FullScreenMovieScalingMode)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="P:UnityEngine.Component.animation">
			<summary>The Animation attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.Vibrate()">
			<summary>Triggers device vibration.</summary>
		</member>
		<member name="P:UnityEngine.Component.constantForce">
			<summary>The ConstantForce attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Camera.rect">
			<summary>Where on the screen is the camera rendered in normalized coordinates.</summary>
		</member>
		<member name="T:UnityEngine.LocationServiceStatus">
			<summary>Describes location service status.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.iOSActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.Component.renderer">
			<summary>The Renderer attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.AndroidActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelRect">
			<summary>Where on the screen is the camera rendered in pixel coordinates.</summary>
		</member>
		<member name="T:UnityEngine.LocationService">
			<summary>Interface into location functionality.</summary>
		</member>
		<member name="P:UnityEngine.Component.audio">
			<summary>The AudioSource attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.GetActivityIndicatorStyle()">
			<summary>Gets the current activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.Camera.targetTexture">
			<summary>Destination render texture (Unity Pro only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelWidth">
			<summary>How wide is the camera in pixels (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Component.guiText">
			<summary>The GUIText attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StartActivityIndicator()">
			<summary>Starts os activity indicator.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.isEnabledByUser">
			<summary>Specifies whether location service is enabled in user settings.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.status">
			<summary>Returns location service status.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StopActivityIndicator()">
			<summary>Stops os activity indicator.</summary>
		</member>
		<member name="P:UnityEngine.Component.networkView">
			<summary>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Component.guiTexture">
			<summary>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.LocationService.lastData">
			<summary>Last measured device geographical location.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaRunnable">
			<summary>AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.</summary>
		</member>
		<member name="P:UnityEngine.Camera.pixelHeight">
			<summary>How tall is the camera in pixels (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="P:UnityEngine.Camera.cameraToWorldMatrix">
			<summary>Matrix that transforms from camera space to world space (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Component.collider">
			<summary>The Collider attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start()">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="P:UnityEngine.Component.collider2D">
			<summary>The Collider2D component attached to the object.</summary>
		</member>
		<member name="P:UnityEngine.Camera.worldToCameraMatrix">
			<summary>Matrix that transforms from world to camera space.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Stop()">
			<summary>Stops location service updates. This could be useful for saving battery life.</summary>
		</member>
		<member name="T:UnityEngine.Compass">
			<summary>Interface into compass functionality.</summary>
		</member>
		<member name="P:UnityEngine.Component.hingeJoint">
			<summary>The HingeJoint attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Camera.projectionMatrix">
			<summary>Set a custom projection matrix.</summary>
		</member>
		<member name="P:UnityEngine.Component.particleEmitter">
			<summary>The ParticleEmitter attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Camera.velocity">
			<summary>Get the world-space speed of the camera (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Compass.magneticHeading">
			<summary>The heading in degrees relative to the magnetic North Pole. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Compass.trueHeading">
			<summary>The heading in degrees relative to the geographic North Pole. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Camera.clearFlags">
			<summary>How the camera clears the background.</summary>
		</member>
		<member name="P:UnityEngine.Component.particleSystem">
			<summary>The ParticleSystem attached to this GameObject (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoEnabled">
			<summary>Stereoscopic rendering.</summary>
		</member>
		<member name="P:UnityEngine.Component.gameObject">
			<summary>The game object this component is attached to. A component is always attached to a game object.</summary>
		</member>
		<member name="P:UnityEngine.Compass.headingAccuracy">
			<summary>Accuracy of heading reading in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Component.tag">
			<summary>The tag of this game object.</summary>
		</member>
		<member name="P:UnityEngine.Compass.rawVector">
			<summary>The raw geomagnetic data measured in microteslas. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoSeparation">
			<summary>Distance between the virtual eyes.</summary>
		</member>
		<member name="P:UnityEngine.Compass.timestamp">
			<summary>Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Camera.stereoConvergence">
			<summary>Distance to a point where virtual eyes converge.</summary>
		</member>
		<member name="P:UnityEngine.Compass.enabled">
			<summary>Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent(System.Type)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent()">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponent(System.String)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="P:UnityEngine.Camera.main">
			<summary>The first enabled camera tagged "MainCamera" (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Camera.current">
			<summary>The camera we are currently rendering with, for low-level render control only (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInChildren(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="T:UnityEngine.Input">
			<summary>Interface into the Input system.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInChildren()">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.Camera.allCameras">
			<summary>Returns all enabled cameras in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Input.compensateSensors">
			<summary>This property controls if input sensors should be compensated for screen orientation.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInChildren()">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Camera.allCamerasCount">
			<summary>The number of cameras in the current scene.</summary>
		</member>
		<member name="P:UnityEngine.Input.gyro">
			<summary>Returns default gyroscope.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInParent(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentInParent()">
			<summary>Returns the component of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.Camera.useOcclusionCulling">
			<summary>Whether or not the Camera will use occlusion culling during rendering.</summary>
		</member>
		<member name="P:UnityEngine.Input.mousePosition">
			<summary>The current mouse position in pixel coordinates. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponentsInParent()">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.Camera.layerCullDistances">
			<summary>Per-layer culling distances.</summary>
		</member>
		<member name="P:UnityEngine.Input.mousePresent">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents(System.Type)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="M:UnityEngine.Component.GetComponents()">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.Camera.layerCullSpherical">
			<summary>How to perform per-layer culling for a Camera.</summary>
		</member>
		<member name="P:UnityEngine.Input.simulateMouseWithTouches">
			<summary>Enables/Disables mouse simulation with touches on Windows Store Apps and Windows Phone 8. By default this option is enabled.</summary>
		</member>
		<member name="P:UnityEngine.Input.anyKey">
			<summary>Is any key or mouse button currently held down? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Camera.depthTextureMode">
			<summary>How and if camera generates a depth texture.</summary>
		</member>
		<member name="M:UnityEngine.Component.CompareTag(System.String)">
			<summary>Is this game object tagged with /tag/?</summary>
		</member>
		<member name="P:UnityEngine.Input.anyKeyDown">
			<summary>Returns true the first frame the user hits any key or mouse button. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Camera.clearStencilAfterLightingPass">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="P:UnityEngine.Input.inputString">
			<summary>Returns the keyboard input entered this frame. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Component.SendMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
			<summary>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</summary>
		</member>
		<member name="P:UnityEngine.Input.acceleration">
			<summary>Last measured linear acceleration of a device in three-dimensional space. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetTargetBuffers(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
			<summary>Sets the Camera to render to the chosen buffers of one or more RenderTextures.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Component.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Input.accelerationEvents">
			<summary>Returns list of acceleration measurements which occurred during the last frame. (Read Only) (Allocates temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetWorldToCameraMatrix()">
			<summary>Make the rendering position reflect the camera's position in the scene.</summary>
		</member>
		<member name="T:UnityEngine.Light">
			<summary>Script interface for light components.</summary>
		</member>
		<member name="P:UnityEngine.Input.accelerationEventCount">
			<summary>Number of acceleration measurements which occurred during last frame.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetProjectionMatrix()">
			<summary>Make the projection reflect normal camera's parameters.</summary>
		</member>
		<member name="P:UnityEngine.Light.type">
			<summary>The type of the light.</summary>
		</member>
		<member name="P:UnityEngine.Input.touches">
			<summary>Returns list of objects representing status of all touches during last frame. (Read Only) (Allocates temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetAspect()">
			<summary>Revert the aspect ratio to the screen's aspect ratio.</summary>
		</member>
		<member name="P:UnityEngine.Light.color">
			<summary>The color of the light.</summary>
		</member>
		<member name="P:UnityEngine.Input.touchCount">
			<summary>Number of touches. Guaranteed not to change throughout the frame. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Light.intensity">
			<summary>The Intensity of a light is multiplied with the Light color.</summary>
		</member>
		<member name="M:UnityEngine.Camera.WorldToScreenPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space into screen space.</summary>
		</member>
		<member name="P:UnityEngine.Input.multiTouchEnabled">
			<summary>Property indicating whether the system handles multiple touches.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadows">
			<summary>How this light casts shadows</summary>
		</member>
		<member name="P:UnityEngine.Input.location">
			<summary>Property for accessing device location (handheld devices only). (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Camera.WorldToViewportPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space into viewport space.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowStrength">
			<summary>Strength of light's shadows.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportToWorldPoint(UnityEngine.Vector3)">
			<summary>Transforms position from viewport space into world space.</summary>
		</member>
		<member name="P:UnityEngine.Input.compass">
			<summary>Property for accessing compass (handheld devices only). (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenToWorldPoint(UnityEngine.Vector3)">
			<summary>Transforms position from screen space into world space.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowBias">
			<summary>Shadow mapping bias.</summary>
		</member>
		<member name="P:UnityEngine.Input.deviceOrientation">
			<summary>Device physical orientation as reported by OS. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowSoftness">
			<summary>Softness of directional light's soft shadows.</summary>
		</member>
		<member name="P:UnityEngine.Input.imeCompositionMode">
			<summary>Controls enabling and disabling of IME input composition.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)">
			<summary>Transforms position from screen space into viewport space.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportToScreenPoint(UnityEngine.Vector3)">
			<summary>Transforms position from viewport space into screen space.</summary>
		</member>
		<member name="P:UnityEngine.Light.shadowSoftnessFade">
			<summary>Fadeout speed of directional light's soft shadows.</summary>
		</member>
		<member name="P:UnityEngine.Input.compositionString">
			<summary>The current IME composition string being typed by the user.</summary>
		</member>
		<member name="P:UnityEngine.Light.range">
			<summary>The range of the light.</summary>
		</member>
		<member name="P:UnityEngine.Input.imeIsSelected">
			<summary>Does the user have an IME keyboard input source selected?</summary>
		</member>
		<member name="M:UnityEngine.Camera.ViewportPointToRay(UnityEngine.Vector3)">
			<summary>Returns a ray going from camera through a viewport point.</summary>
		</member>
		<member name="P:UnityEngine.Input.compositionCursorPos">
			<summary>The current text input position used by IMEs to open windows.</summary>
		</member>
		<member name="P:UnityEngine.Light.spotAngle">
			<summary>The angle of the light's spotlight cone in degrees.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ScreenPointToRay(UnityEngine.Vector3)">
			<summary>Returns a ray going from camera through a screen point.</summary>
		</member>
		<member name="P:UnityEngine.Light.cookieSize">
			<summary>The size of a directional light's cookie.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAxis(System.String)">
			<summary>Returns the value of the virtual axis identified by axisName.</summary>
		</member>
		<member name="P:UnityEngine.Light.cookie">
			<summary>The cookie texture projected by the light.</summary>
		</member>
		<member name="M:UnityEngine.Camera.GetAllCameras(UnityEngine.Camera[])">
			<summary>Fills an array of Camera with the current cameras in the scene, without allocating a new array.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAxisRaw(System.String)">
			<summary>Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.</summary>
		</member>
		<member name="P:UnityEngine.Light.flare">
			<summary>The flare asset to use for this light.</summary>
		</member>
		<member name="M:UnityEngine.Camera.Render()">
			<summary>Render the camera manually.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButton(System.String)">
			<summary>Returns true while the virtual button identified by buttonName is held down.</summary>
		</member>
		<member name="P:UnityEngine.Light.renderMode">
			<summary>How to render the light.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderWithShader(UnityEngine.Shader,System.String)">
			<summary>Render the camera with shader replacement.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButtonDown(System.String)">
			<summary>Returns true during the frame the user pressed down the virtual button identified by buttonName.</summary>
		</member>
		<member name="P:UnityEngine.Light.alreadyLightmapped">
			<summary>Has the light already been lightmapped.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetButtonUp(System.String)">
			<summary>Returns true the first frame the user releases the virtual button identified by buttonName.</summary>
		</member>
		<member name="M:UnityEngine.Camera.SetReplacementShader(UnityEngine.Shader,System.String)">
			<summary>Make the camera render with shader replacement.</summary>
		</member>
		<member name="P:UnityEngine.Light.cullingMask">
			<summary>This is used to light certain objects in the scene selectively.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKey(System.String)">
			<summary>Returns true while the user holds down the key identified by name. Think auto fire.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKey(UnityEngine.KeyCode)">
			<summary>Returns true while the user holds down the key identified by name. Think auto fire.</summary>
		</member>
		<member name="M:UnityEngine.Camera.ResetReplacementShader()">
			<summary>Remove shader replacement from camera.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyDown(System.String)">
			<summary>Returns true during the frame the user starts pressing down the key identified by name.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode)">
			<summary>Returns true during the frame the user starts pressing down the key identified by name.</summary>
		</member>
		<member name="P:UnityEngine.Light.areaSize">
			<summary>The size of the area light. Editor only.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.Cubemap,System.Int32)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Camera.RenderToCubemap(UnityEngine.RenderTexture,System.Int32)">
			<summary>Render into a static cubemap from this camera.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyUp(System.String)">
			<summary>Returns true during the frame the user releases the key identified by name.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetKeyUp(UnityEngine.KeyCode)">
			<summary>Returns true during the frame the user releases the key identified by name.</summary>
		</member>
		<member name="M:UnityEngine.Camera.CopyFrom(UnityEngine.Camera)">
			<summary>Makes this camera's settings match other camera.</summary>
		</member>
		<member name="T:UnityEngine.Transform">
			<summary>Position, rotation and scale of an object.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetJoystickNames()">
			<summary>Returns an array of strings describing the connected joysticks.</summary>
		</member>
		<member name="M:UnityEngine.Camera.CalculateObliqueMatrix(UnityEngine.Vector4)">
			<summary>Calculates and returns oblique near-plane projection matrix.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButton(System.Int32)">
			<summary>Returns whether the given mouse button is held down.</summary>
		</member>
		<member name="P:UnityEngine.Transform.position">
			<summary>The position of the transform in world space.</summary>
		</member>
		<member name="T:UnityEngine.ComputeShader">
			<summary>Compute Shader asset.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localPosition">
			<summary>Position of the transform relative to the parent transform.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButtonDown(System.Int32)">
			<summary>Returns true during the frame the user pressed the given mouse button.</summary>
		</member>
		<member name="P:UnityEngine.Transform.eulerAngles">
			<summary>The rotation as Euler angles in degrees.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.FindKernel(System.String)">
			<summary>Find ComputeShader kernel index.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetMouseButtonUp(System.Int32)">
			<summary>Returns true during the frame the user releases the given mouse button.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)">
			<summary>Set a float parameter.</summary>
		</member>
		<member name="M:UnityEngine.Input.ResetInputAxes()">
			<summary>Resets all input. After ResetInputAxes all axes return to 0 and all buttons return to 0 for one frame.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localEulerAngles">
			<summary>The rotation as Euler angles in degrees relative to the parent transform's rotation.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)">
			<summary>Set an integer parameter.</summary>
		</member>
		<member name="P:UnityEngine.Transform.right">
			<summary>The red axis of the transform in world space.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetAccelerationEvent(System.Int32)">
			<summary>Returns specific acceleration measurement which occurred during last frame. (Does not allocate temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a vector parameter.</summary>
		</member>
		<member name="P:UnityEngine.Transform.up">
			<summary>The green axis of the transform in world space.</summary>
		</member>
		<member name="P:UnityEngine.Transform.forward">
			<summary>The blue axis of the transform in world space.</summary>
		</member>
		<member name="M:UnityEngine.Input.GetTouch(System.Int32)">
			<summary>Returns object representing status of a specific touch. (Does not allocate temporary variables).</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])">
			<summary>Set multiple consecutive float parameters at once.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])">
			<summary>Set multiple consecutive integer parameters at once.</summary>
		</member>
		<member name="P:UnityEngine.Transform.rotation">
			<summary>The rotation of the transform in world space stored as a Quaternion.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localRotation">
			<summary>The rotation of the transform relative to the parent transform's rotation.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)">
			<summary>Set a texture parameter.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)">
			<summary>This function can either set an input or output compute buffer.</summary>
		</member>
		<member name="P:UnityEngine.Transform.localScale">
			<summary>The scale of the transform relative to the parent.</summary>
		</member>
		<member name="P:UnityEngine.Transform.parent">
			<summary>The parent of the transform.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Execute a compute shader.</summary>
		</member>
		<member name="P:UnityEngine.Transform.worldToLocalMatrix">
			<summary>Matrix that transforms a point from world space into local space (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.ComputeBufferType">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Transform.localToWorldMatrix">
			<summary>Matrix that transforms a point from local space into world space (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.ComputeBuffer">
			<summary>Data buffer to hold data for compute shaders.</summary>
		</member>
		<member name="P:UnityEngine.ComputeBuffer.count">
			<summary>Number of elements in the buffer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Transform.root">
			<summary>Returns the topmost transform in the hierarchy.</summary>
		</member>
		<member name="P:UnityEngine.ComputeBuffer.stride">
			<summary>Size of one element in the buffer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Transform.childCount">
			<summary>The number of children the Transform has.</summary>
		</member>
		<member name="P:UnityEngine.Transform.lossyScale">
			<summary>The global scale of the object (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.Release()">
			<summary>Release a Compute Buffer.</summary>
		</member>
		<member name="P:UnityEngine.Transform.hasChanged">
			<summary>Has the transform changed since the last time the flag was set to 'false'?</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.SetData(System.Array)">
			<summary>Set the buffer with values from an array.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.GetData(System.Array)">
			<summary>Read data values from the buffer into an array.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.ComputeBuffer.CopyCount(UnityEngine.ComputeBuffer,UnityEngine.ComputeBuffer,System.Int32)">
			<summary>Set buffer data.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Space)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Space)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(UnityEngine.Vector3,UnityEngine.Transform)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Translate(System.Single,System.Single,System.Single,UnityEngine.Transform)">
			<summary>Moves the transform in the direction and distance of translation.</summary>
		</member>
		<member name="T:UnityEngine.Debug">
			<summary>Class containing methods to ease debugging while developing a game.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(System.Single,System.Single,System.Single,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Transform.Rotate(UnityEngine.Vector3,System.Single,UnityEngine.Space)">
			<summary>Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order).</summary>
		</member>
		<member name="P:UnityEngine.Debug.developerConsoleVisible">
			<summary>Opens or closes developer console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Rotates the transform about axis passing through point in world coordinates by angle degrees.</summary>
		</member>
		<member name="P:UnityEngine.Debug.isDebugBuild">
			<summary>In the Build Settings dialog there is a check box called "Development Build".</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Transform,UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Transform.LookAt(UnityEngine.Vector3)">
			<summary>Rotates the transform so the forward vector points at /target/'s current position.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformDirection(UnityEngine.Vector3)">
			<summary>Transforms direction from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformDirection(System.Single,System.Single,System.Single)">
			<summary>Transforms direction from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Break()">
			<summary>Pauses the editor.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformDirection(UnityEngine.Vector3)">
			<summary>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformDirection(System.Single,System.Single,System.Single)">
			<summary>Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformPoint(UnityEngine.Vector3)">
			<summary>Transforms position from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.TransformPoint(System.Single,System.Single,System.Single)">
			<summary>Transforms position from local space to world space.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformPoint(UnityEngine.Vector3)">
			<summary>Transforms position from world space to local space. The opposite of Transform.TransformPoint.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.InverseTransformPoint(System.Single,System.Single,System.Single)">
			<summary>Transforms position from world space to local space. The opposite of Transform.TransformPoint.</summary>
		</member>
		<member name="M:UnityEngine.Transform.DetachChildren()">
			<summary>Unparents all children.</summary>
		</member>
		<member name="M:UnityEngine.Debug.ClearDeveloperConsole()">
			<summary>Clears errors from the developer console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetAsFirstSibling()">
			<summary>Move the transform to the start of the local transfrom list.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetAsLastSibling()">
			<summary>Move the transform to the end of the local transfrom list.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Transform.SetSiblingIndex(System.Int32)">
			<summary>Sets the sibling index.</summary>
		</member>
		<member name="T:UnityEngine.Display">
			<summary>Provides access to a display / screen for rendering operations.</summary>
		</member>
		<member name="M:UnityEngine.Transform.GetSiblingIndex()">
			<summary>Gets the sibling index.</summary>
		</member>
		<member name="F:UnityEngine.Display.displays">
			<summary>The list of currently connected Displays. Contains at least one (main) display.</summary>
		</member>
		<member name="M:UnityEngine.Transform.Find(System.String)">
			<summary>Finds a child by name and returns it.</summary>
		</member>
		<member name="P:UnityEngine.Display.renderingWidth">
			<summary>Rendering Width.</summary>
		</member>
		<member name="M:UnityEngine.Transform.IsChildOf(UnityEngine.Transform)">
			<summary>Is this transform a child of /parent/?</summary>
		</member>
		<member name="M:UnityEngine.Transform.RotateAround(UnityEngine.Vector3,System.Single)">
			<summary>Rotates the transform about axis passing through point in world coordinates by angle degrees.</summary>
		</member>
		<member name="P:UnityEngine.Display.renderingHeight">
			<summary>Rendering Height.</summary>
		</member>
		<member name="M:UnityEngine.Transform.GetChild(System.Int32)">
			<summary>Returns a transform child by index.</summary>
		</member>
		<member name="P:UnityEngine.Display.systemWidth">
			<summary>System Width.</summary>
		</member>
		<member name="T:UnityEngine.Time">
			<summary>The interface to get time information from Unity.</summary>
		</member>
		<member name="P:UnityEngine.Display.systemHeight">
			<summary>System Height.</summary>
		</member>
		<member name="P:UnityEngine.Time.time">
			<summary>The time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="P:UnityEngine.Display.colorBuffer">
			<summary>Color RenderBuffer.</summary>
		</member>
		<member name="P:UnityEngine.Time.timeSinceLevelLoad">
			<summary>The time this frame has started (Read Only). This is the time in seconds since the last level has been loaded.</summary>
		</member>
		<member name="P:UnityEngine.Display.depthBuffer">
			<summary>Depth RenderBuffer.</summary>
		</member>
		<member name="P:UnityEngine.Time.deltaTime">
			<summary>The time in seconds it took to complete the last frame (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Display.main">
			<summary>Main Display.</summary>
		</member>
		<member name="P:UnityEngine.Time.fixedTime">
			<summary>The time the latest FixedUpdate has started (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="M:UnityEngine.Display.SetRenderingResolution(System.Int32,System.Int32)">
			<summary>Sets Rendering resolution for the display.</summary>
		</member>
		<member name="P:UnityEngine.Time.unscaledTime">
			<summary>The timeScale-independant time at the beginning of this frame (Read Only). This is the time in seconds since the start of the game.</summary>
		</member>
		<member name="P:UnityEngine.Time.unscaledDeltaTime">
			<summary>The timeScale-independent time in seconds it took to complete the last frame (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Time.fixedDeltaTime">
			<summary>The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.</summary>
		</member>
		<member name="P:UnityEngine.Time.maximumDeltaTime">
			<summary>The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate).</summary>
		</member>
		<member name="P:UnityEngine.Time.smoothDeltaTime">
			<summary>A smoothed out Time.deltaTime (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Time.timeScale">
			<summary>The scale at which the time is passing. This can be used for slow motion effects.</summary>
		</member>
		<member name="P:UnityEngine.Time.frameCount">
			<summary>The total number of frames that have passed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Time.realtimeSinceStartup">
			<summary>The real time in seconds since the game started (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Time.captureFramerate">
			<summary>Slows game playback time to allow screenshots to be saved between frames.</summary>
		</member>
		<member name="T:UnityEngine.Random">
			<summary>Class for generating random data.</summary>
		</member>
		<member name="P:UnityEngine.Random.seed">
			<summary>Sets the seed for the random number generator.</summary>
		</member>
		<member name="P:UnityEngine.Random.value">
			<summary>Returns a random number between 0.0 [inclusive] and 1.0 [inclusive] (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Random.insideUnitSphere">
			<summary>Returns a random point inside a sphere with radius 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Random.insideUnitCircle">
			<summary>Returns a random point inside a circle with radius 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Random.onUnitSphere">
			<summary>Returns a random point on the surface of a sphere with radius 1 (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Random.rotation">
			<summary>Returns a random rotation (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Random.rotationUniform">
			<summary>Returns a random rotation with uniform distribution (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Single,System.Single)">
			<summary>Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)">
			<summary>Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.YieldInstruction">
			<summary>Base class for all yield instructions.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefsException">
			<summary>An exception thrown by the PlayerPrefs class in a  web player build.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefs">
			<summary>Stores and accesses player preferences between game sessions.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)">
			<summary>Returns true if key exists in the preferences.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)">
			<summary>Removes key and its corresponding value from the preferences.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteAll()">
			<summary>Removes all keys and values from the preferences. Use with caution.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.Save()">
			<summary>Writes all modified preferences to disk.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNIHelper">
			<summary>Helper interface for JNI interaction; signature creation and method lookups.</summary>
		</member>
		<member name="P:UnityEngine.AndroidJNIHelper.debug">
			<summary>Set debug to true to log calls through the AndroidJNIHelper.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaRunnable(UnityEngine.AndroidJavaRunnable)">
			<summary>Creates a UnityJavaRunnable object (implements java.lang.Runnable).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaProxy(UnityEngine.AndroidJavaProxy)">
			<summary>Creates a java proxy object which connects to the supplied proxy implementation.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertToJNIArray(System.Array)">
			<summary>Creates a Java array from a managed array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJNIArgArray(System.Object[])">
			<summary>Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.DeleteJNIArgArray(System.Object[],UnityEngine.jvalue[])">
			<summary>Deletes any local jni references previously allocated by CreateJNIArgArray().</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.Object[])">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object)">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertFromJNIArray(System.IntPtr)">
			<summary>Creates a managed array from a Java array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNI">
			<summary>'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.AttachCurrentThread()">
			<summary>Attaches the current thread to a Java (Dalvik) VM.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DetachCurrentThread()">
			<summary>Detaches the current thread from a Java (Dalvik) VM.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetVersion()">
			<summary>Returns the version of the native method interface.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FindClass(System.String)">
			<summary>This function loads a locally-defined class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromReflectedMethod(System.IntPtr)">
			<summary>Converts a java.lang.reflect.Method or java.lang.reflect.Constructor object to a method ID.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromReflectedField(System.IntPtr)">
			<summary>Converts a java.lang.reflect.Field to a field ID.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToReflectedMethod(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>Converts a method ID derived from clazz to a java.lang.reflect.Method or java.lang.reflect.Constructor object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToReflectedField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>Converts a field ID derived from cls to a java.lang.reflect.Field object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetSuperclass(System.IntPtr)">
			<summary>If clazz represents any class other than the class Object, then this function returns the object that represents the superclass of the class specified by clazz.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsAssignableFrom(System.IntPtr,System.IntPtr)">
			<summary>Determines whether an object of clazz1 can be safely cast to clazz2.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.Throw(System.IntPtr)">
			<summary>Causes a java.lang.Throwable object to be thrown.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ThrowNew(System.IntPtr,System.String)">
			<summary>Constructs an exception object from the specified class with the message specified by message and causes that exception to be thrown.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionOccurred()">
			<summary>Determines if an exception is being thrown.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionDescribe()">
			<summary>Prints an exception and a backtrace of the stack to the logcat</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ExceptionClear()">
			<summary>Clears any exception that is currently being thrown.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FatalError(System.String)">
			<summary>Raises a fatal error and does not expect the VM to recover. This function does not return.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.PushLocalFrame(System.Int32)">
			<summary>Creates a new local reference frame, in which at least a given number of local references can be created.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.PopLocalFrame(System.IntPtr)">
			<summary>Pops off the current local reference frame, frees all the local references, and returns a local reference in the previous local reference frame for the given result object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewGlobalRef(System.IntPtr)">
			<summary>Creates a new global reference to the object referred to by the obj argument.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DeleteGlobalRef(System.IntPtr)">
			<summary>Deletes the global reference pointed to by obj.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewLocalRef(System.IntPtr)">
			<summary>Creates a new local reference that refers to the same object as obj.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.DeleteLocalRef(System.IntPtr)">
			<summary>Deletes the local reference pointed to by obj.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsSameObject(System.IntPtr,System.IntPtr)">
			<summary>Tests whether two references refer to the same Java object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.EnsureLocalCapacity(System.Int32)">
			<summary>Ensures that at least a given number of local references can be created in the current thread.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.AllocObject(System.IntPtr)">
			<summary>Allocates a new Java object without invoking any of the constructors for the object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewObject(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Constructs a new Java object. The method ID indicates which constructor method to invoke. This ID must be obtained by calling GetMethodID() with &lt;init&gt; as the method name and void (V) as the return type.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectClass(System.IntPtr)">
			<summary>Returns the class of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.IsInstanceOf(System.IntPtr,System.IntPtr)">
			<summary>Tests whether an object is an instance of a class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetMethodID(System.IntPtr,System.String,System.String)">
			<summary>Returns the method ID for an instance (nonstatic) method of a class or interface.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFieldID(System.IntPtr,System.String,System.String)">
			<summary>Returns the field ID for an instance (nonstatic) field of a class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticMethodID(System.IntPtr,System.String,System.String)">
			<summary>Returns the method ID for a static method of a class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticFieldID(System.IntPtr,System.String,System.String)">
			<summary>Returns the field ID for a static field of a class.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewStringUTF(System.String)">
			<summary>Constructs a new java.lang.String object from an array of characters in modified UTF-8 encoding.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringUTFLength(System.IntPtr)">
			<summary>Returns the length in bytes of the modified UTF-8 representation of a string.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringUTFChars(System.IntPtr)">
			<summary>Returns a managed string object representing the string in modified UTF-8 encoding.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Calls an instance (nonstatic) Java method defined by methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStringField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetBooleanField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetByteField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetCharField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetShortField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetIntField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetLongField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFloatField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetDoubleField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStringField(System.IntPtr,System.IntPtr,System.String)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetByteField(System.IntPtr,System.IntPtr,System.Byte)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetCharField(System.IntPtr,System.IntPtr,System.Char)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetShortField(System.IntPtr,System.IntPtr,System.Int16)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetIntField(System.IntPtr,System.IntPtr,System.Int32)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetLongField(System.IntPtr,System.IntPtr,System.Int64)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetFloatField(System.IntPtr,System.IntPtr,System.Single)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetDoubleField(System.IntPtr,System.IntPtr,System.Double)">
			<summary>This function sets the value of an instance (nonstatic) field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticStringMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticObjectMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticIntMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticBooleanMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticShortMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticByteMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticCharMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticFloatMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticDoubleMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticLongMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.CallStaticVoidMethod(System.IntPtr,System.IntPtr,UnityEngine.jvalue[])">
			<summary>Invokes a static method on a Java object, according to the specified methodID, optionally passing an array of arguments (args) to the method.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticStringField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticObjectField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticBooleanField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticByteField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticCharField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticShortField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticIntField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticLongField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticFloatField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetStaticDoubleField(System.IntPtr,System.IntPtr)">
			<summary>This function returns the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticStringField(System.IntPtr,System.IntPtr,System.String)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticObjectField(System.IntPtr,System.IntPtr,System.IntPtr)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticBooleanField(System.IntPtr,System.IntPtr,System.Boolean)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticByteField(System.IntPtr,System.IntPtr,System.Byte)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticCharField(System.IntPtr,System.IntPtr,System.Char)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticShortField(System.IntPtr,System.IntPtr,System.Int16)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticIntField(System.IntPtr,System.IntPtr,System.Int32)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticLongField(System.IntPtr,System.IntPtr,System.Int64)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticFloatField(System.IntPtr,System.IntPtr,System.Single)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetStaticDoubleField(System.IntPtr,System.IntPtr,System.Double)">
			<summary>This function ets the value of a static field of an object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToBooleanArray(System.Boolean[])">
			<summary>Convert a managed array of System.Boolean to a Java array of boolean.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToByteArray(System.Byte[])">
			<summary>Convert a managed array of System.Byte to a Java array of byte.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToCharArray(System.Char[])">
			<summary>Convert a managed array of System.Char to a Java array of char.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToShortArray(System.Int16[])">
			<summary>Convert a managed array of System.Int16 to a Java array of short.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToIntArray(System.Int32[])">
			<summary>Convert a managed array of System.Int32 to a Java array of int.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToLongArray(System.Int64[])">
			<summary>Convert a managed array of System.Int64 to a Java array of long.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToFloatArray(System.Single[])">
			<summary>Convert a managed array of System.Single to a Java array of float.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToDoubleArray(System.Double[])">
			<summary>Convert a managed array of System.Double to a Java array of double.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.ToObjectArray(System.IntPtr[])">
			<summary>Convert a managed array of System.IntPtr, representing Java objects, to a Java array of java.lang.Object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromBooleanArray(System.IntPtr)">
			<summary>Convert a Java array of boolean to a managed array of System.Boolean.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromByteArray(System.IntPtr)">
			<summary>Convert a Java array of byte to a managed array of System.Byte.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromCharArray(System.IntPtr)">
			<summary>Convert a Java array of char to a managed array of System.Char.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromShortArray(System.IntPtr)">
			<summary>Convert a Java array of short to a managed array of System.Int16.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromIntArray(System.IntPtr)">
			<summary>Convert a Java array of int to a managed array of System.Int32.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromLongArray(System.IntPtr)">
			<summary>Convert a Java array of long to a managed array of System.Int64.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromFloatArray(System.IntPtr)">
			<summary>Convert a Java array of float to a managed array of System.Single.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromDoubleArray(System.IntPtr)">
			<summary>Convert a Java array of double to a managed array of System.Double.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.FromObjectArray(System.IntPtr)">
			<summary>Convert a Java array of java.lang.Object to a managed array of System.IntPtr, representing Java objects.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetArrayLength(System.IntPtr)">
			<summary>Returns the number of elements in the array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewBooleanArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewByteArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewCharArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewShortArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewIntArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewLongArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewFloatArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewDoubleArray(System.Int32)">
			<summary>Construct a new primitive array object.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.NewObjectArray(System.Int32,System.IntPtr,System.IntPtr)">
			<summary>Constructs a new array holding objects in class clazz. All elements are initially set to obj.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetBooleanArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetByteArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetCharArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetShortArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetIntArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetLongArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetFloatArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetDoubleArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns the value of one element of a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.GetObjectArrayElement(System.IntPtr,System.Int32)">
			<summary>Returns an element of an Object array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetBooleanArrayElement(System.IntPtr,System.Int32,System.Byte)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetByteArrayElement(System.IntPtr,System.Int32,System.SByte)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetCharArrayElement(System.IntPtr,System.Int32,System.Char)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetShortArrayElement(System.IntPtr,System.Int32,System.Int16)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetIntArrayElement(System.IntPtr,System.Int32,System.Int32)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetLongArrayElement(System.IntPtr,System.Int32,System.Int64)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetFloatArrayElement(System.IntPtr,System.Int32,System.Single)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetDoubleArrayElement(System.IntPtr,System.Int32,System.Double)">
			<summary>Sets the value of one element in a primitive array.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNI.SetObjectArrayElement(System.IntPtr,System.Int32,System.IntPtr)">
			<summary>Sets an element of an Object array.</summary>
		</member>
		<member name="T:UnityEngine.AndroidInput">
			<summary>AndroidInput provides support for off-screen touch input, such as a touchpad.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.touchCountSecondary">
			<summary>Number of secondary touches. Guaranteed not to change throughout the frame. (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchEnabled">
			<summary>Property indicating whether the system provides secondary touch input.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchWidth">
			<summary>Property indicating the width of the secondary touchpad.</summary>
		</member>
		<member name="P:UnityEngine.AndroidInput.secondaryTouchHeight">
			<summary>Property indicating the height of the secondary touchpad.</summary>
		</member>
		<member name="M:UnityEngine.AndroidInput.GetSecondaryTouch(System.Int32)">
			<summary>Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).</summary>
		</member>
		<member name="T:UnityEngine.Motion">
			<summary>Base class for AnimationClips and BlendTrees.</summary>
		</member>
		<member name="P:UnityEngine.Motion.averageDuration">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.averageAngularSpeed">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.averageSpeed">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.apparentSpeed">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.isLooping">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.isAnimatorMotion">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Motion.isHumanMotion">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Motion.ValidateIfRetargetable(System.Boolean)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.SamsungTV">
			<summary>Interace into SamsungTV specific functionality.</summary>
		</member>
		<member name="P:UnityEngine.SamsungTV.touchPadMode">
			<summary>The type of input the remote's touch pad produces.</summary>
		</member>
	</members>
</doc>
